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Zaarah moves in and casts detect magic and scans the room.
Perception : 1d20 + 11 ⇒ (4) + 11 = 15

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Zaarah detects no magic in the room nor does she detect any traps/hidden items...

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Has anyone done a thorough search of the previous room? While Zaarah moves on to the next room, Ridley will give this room a thorough searching.
Perception: 1d20 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18

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While Ridley doesn't find anything new in the other room, he does perceive that, with all the fake jewelry and riches in addition to a secret door, this room must've been a false treasury designed to throw off tomb raiders...

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"This place is worse than that drinking hole in Amanandar I got... well, anyway, this place stinks! Ridley, go and investigate with Zaarah!"
Are any Knowledge checks appropriate GM? Not that Poh has any knowledges, he's a very Zen sensei. 'You must unlearn what you have learned!'

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This isn't so bad. I've made things that smelled worse than this... much worse. I'll show you once we finish here Poh.
Ridley will move onto the next room and join in the search.
Perception: 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 22
Then he'll move on to the doors, and give them a thorough inspection.
Perception: 1d20 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17
And if needed:
Disable Device: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29

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No useful knowledge checks here, Poh...
While the Revered Master Poh comments on the stench, Ridley enters and checks out the room further...he doesn't find any traps or hidden items/foes either...however, he doesn't make it to the door at this time...
BWAAHAHAAAA! How's that for a cliffhanger? Posting from my phone and can't post a thorough update till I get home in a couple of hours...

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As Ridley and Azrael proceed towards the door to the south, all is calm...until they get within about 10' of the sarcophagus in the middle of the room when BOOM! The top of the sarcophagus explodes off and a creature emerges...wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.
It makes a most eerie howl of anguish as it looks towards the folk that have disturbed its rest...and the sight and sound of the beast makes the hair on each of your necks stand on end...
Azrael: 1d20 + 6 ⇒ (12) + 6 = 18
Poh: 1d20 + 3 ⇒ (7) + 3 = 10
Ridley: 1d20 + 4 ⇒ (7) + 4 = 11
Zaarah: 1d20 + 6 ⇒ (7) + 6 = 13
Phosdlon: 1d20 + 3 ⇒ (11) + 3 = 14
Ischell: 1d20 + 4 ⇒ (13) + 4 = 17
Creature That's Probably a Mummy: 1d20 ⇒ 19
Sorry, bad luck with the initiative roll there. Ridley, I recall that you have a bonus to initiative but I don't think it's enough to make the difference in this case...correct me if I'm wrong...
The obviously undead creature takes advantage of its sudden appearance by moving 5' north towards Ridley, hands reaching towards the alchemist...before the its hands even reach Ridley, he feels an immense wave of cold, seemingly emanating from a brown substance covering the creature that's most likely a mummy's torso...
Cold Damage: 3d6 ⇒ (6, 2, 4) = 12
Slam vs FF AC: 1d20 + 14 ⇒ (3) + 14 = 17
Damage+Rot: 1d8 + 10 ⇒ (2) + 10 = 12
...and the mummy's hands rake across Ridley's chest to boot...
Ridley, I assume that hits your FF AC; if you have any mods/buffs I missed, let me know
COMBAT! Round 1 - The bold may post!
Undead Creature that's probably a Mummy
Azrael (need Will DC16)
Ischell
Phosdlon
Zaarah (need Will DC16)
Ridley (-24; need Will DC16 & Fort DC16)
Master Poh

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Will: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Fort: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Fort reroll: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Hooray for heroism. Ridley shifts back and lobs a frost bomb at the mummy. On my tablet, can someone move me 5 feet back.
Gah! Mummy over here guys! Covered in mold! I'll get the mold, take care of the mummy!
Resistances, Dr, special attacks... If anyone wants anything else feel free to ask. That's the main things I am interested in.
know religion: 1d20 + 19 + 2 + 2 ⇒ (20) + 19 + 2 + 2 = 43
know dungeoneerong: 1d20 + 18 + 2 + 2 ⇒ (6) + 18 + 2 + 2 = 28
attack roll,touch: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16
damage: 3d4 + 6 + 1 ⇒ (2, 3, 2) + 6 + 1 = 14

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Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
Defense
DR 5/—; Immune undead traits
Weaknesses vulnerable to fire
Offense
Speed 20 ft.
Melee slam +14 (1d8+10 plus mummy rot, Fort DC 16 negates)
While Azrael is struck frozen with fear at the terrifying bandaged apparition, Ridley reacts quickly considering his close encounter with the mummy, tossing a frost bomb which instantly kills the brown mold as well as hurting the mummy a bit...
COMBAT! Round 1 - The bold may post!
Mummy (-14)
Azrael (paralyzed, 1 round)
Ischell
Phosdlon
Zaarah (need Will DC16)
Ridley (-24)
Master Poh
Ignorant GM question: Energy damage overcomes DR, does it not?

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Energy damage does indeed overcome DR, and is resisted by Energy Resistance :)
Poh moves up to protect those pathfinders in the front line.
"Is this what's making all the stink? Time to give it a rinse!"
Poh enters Marid Style. and dispenses Advice. Inspire Courage +2
assumed Will save vs fear: 1d20 + 11 ⇒ (7) + 11 = 18
AoO 1, unarmed, ic: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
AoO 2, unarmed, ic: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
AoO 3, unarmed, ic: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
AoO 4, unarmed, ic: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
+4 to AC for adjacent ally vs melee attack, on anything but a natural 1

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Thanks Poh, thought so but wanted to be sure...
Master Poh follows his nose to find the source of the stench, withstanding the fear that the mummy projects as he protects his students...
COMBAT! Round 1 - The bold may post!
Mummy (-14)
Azrael (paralyzed, 1 round)
Ischell
Phosdlon
Zaarah (need Will DC16)
Ridley (-24)
Master Poh

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Ischell rushes forward, annoyed that he let the others get so far ahead of him. As he sees the Mummy, his eyes narrow.
"Get away from my friends, dude!"
Smite Evil!
He moves up next to the Mummy-thing and drives his Kama into the creature.
+1 Kama, Smite, PA: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21
Adamantine, S, Smite, PA: 1d6 + 10 + 5 ⇒ (1) + 10 + 5 = 16 +5 if evil outsider or undead. Overcomes all DR
AC vs mummy is 22.
Ischell has Aura of Courage: All allies within 10 feet of Ishell gain a +4 moral bonus to the aura of despair. Ischell himself should be immune from it

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Ischell boldly moves forward to help his companions, withstanding the mummy's fear aura as he flings his kama deeply into the mummy's chest...
COMBAT! Round 1 - The bold may post!
Active Mods: Inspire Courage +2
Mummy (-37)
Azrael (paralyzed, 1 round)
Ischell
Phosdlon
Zaarah (need Will Save DC16)
Ridley (-24)
Master Poh

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GM- My rolls did not account for the +2 Inspire courage. Also, my reading of Aura of Courage is that Ischell should be immune from the Aura of Despair- though he made the save so it doesn't matter one way or another. Its also probably worth noting (here very soon) that Ischell is immune to mummy rot too.

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Roger that, Ischell...I modified my OP to reflect two more damage as well as deleting my roll for your Will save, which you would've made any way...thanks for the info!

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Phosdlon moves forward and calls out..."Yuelral, please bless your servant's bow."
BLESSINGS(Su): GOOD: Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
I forget: is Ability Damage cured by Lesser or Regular Restoration?

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I forget: is Ability Damage cured by Lesser or Regular Restoration?
Either will do it - lesser heals 1d4, Regular gets it all.

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I ment does Lesser Restoration fix Drain or Damage. I know one of them you have to have Regular Restoration to cure. Reason I asked is I have 4 Lesser Restoration spells currently memorized.

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Damage. Drain needs a ‘regular’ Restoration.

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Will save: 1d20 + 6 ⇒ (18) + 6 = 24
"Ha ha ha ... these undead are all the same ... hit them and they crumble!" she shouts maniacally.
Swift Action: Keen, +1 weapon enchantment on the black black blade +2 leading to a +3 keen Scimitar. 1 arcane pool spent
Zaarah casts shocking grasp and moves forward to Spellstrike the mummy ...
SG, if an attack succeeds, empowered with traits without increasing level : 5d6 ⇒ (5, 4, 1, 3, 1) = 14 +50%= 21 electricity damage
Free action to deliver SG, Keen Scimitar Black Blade +3 attack roll, inspire: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Damage Scimitar Black Blade +3, Dex mod +6, inspire: 1d6 + 9 + 2 ⇒ (3) + 9 + 2 = 14
* * *
In case Zaarah is attacked she uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of the opponent is lower than Zaarah's parry then the opponent does not hit and Zaarah could potentially reposte)
Opportune Parry: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Reposte Immediate Action:
Keen Scimitar Black Blade +3 attack roll: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
Damage Scimitar Black Blade +3, Dex mod +6 : 1d6 + 9 + 2 ⇒ (4) + 9 + 2 = 15

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As Phosdlon begins to put a blessing on his bow, Zaarah cackles loudly as she recklessly strides towards the mummy...with a mighty swing of her black scimitar, she cleaves through its collarbone as the blade emits an electric shock...and the mummy drops with a low sigh, going to a rest that will no longer be disturbed...
Combat over! Pathfinders victorious!
Phosdlon, save your blessing as Zaarah finished off the mummy before you finished casting...

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Ridley will heal himself up.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Then proceed to search the mummy and the sarcophagus then the next door.
Perception: 1d20 + 9 + 2 + 2 ⇒ (12) + 9 + 2 + 2 = 25
That was unpleasant. We found the source of the smell at least!

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Zaarah looks at the mummy and shakes her head.
She retrieves a pearl and concentrates. Pearl of power to rememorize shocking grasp.
Zaarah casts detect magic and scans the room.
Perception : 1d20 + 11 ⇒ (7) + 11 = 18
If she does not see anything she goes to the next door and checks for traps.
Perception : 1d20 + 11 ⇒ (2) + 11 = 13
If she doesn’t see anything she opens the door.

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Oddly enough, neither Ridley nor Zaarah find anything useful or valuable on the mummy or in any of the sarcophagi...Zaarah doesn't detect anything magical other than items carried by herself and her comrades.
Finding the southern door unlocked and untrapped, Zaarah opens it to reveal another chamber...
?: 1d20 + 12 ⇒ (6) + 12 = 18
This chamber was once the equal to the fake treasure chamber in true grandeur, but the marshy environment has done its work well—the tops of the treasure shelves are mere islands in the stagnant water. Most of the shelves are empty, with only a few treasures remaining. The grand, rune-covered sarcophagus of the Dog Pharaoh lies open on its dais.
This room is partially flooded, the water level reaching the tops of the treasure shelves and making the room into a series of islands surrounded by 5-foot deep swamp water.

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"Hmmm ... seems like the tomb robber we found earlier had friends that were more successful. A pity ... so much knowledge to be gained." she says silently.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
She activates her flight hex again and flies into the room and scans the interior in more detail - and then casts detect magic.

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Phosdlon moves forward with the group, arrow knocked.
Blessing adjusted. Are the Lesser Restorations needed?

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Phosdlon, I don't think so...Ridley made his Fort Save so the ability damage never kicked in...
As Zaarah flies into the room and looks it over, she notices several things...
Magic radiates from the four remaining treasures in the room; she also notes that all of them are marked with a red chalk 'X'...

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Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
"Hey team, magic radiates from the four remaining treasures in the room and they are marked with a red chalk 'X'... but no idea what these items do!"
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
"Oh and look, from my vantage point, I can see four pairs of reptilian eyes sticking out of the water."
Zaarah opens her arms wide and starts speaking in common but repeats also in draconic.
"It is soooooo great to meet people here!! I am Zaarah! My brother has a lizard familiar that is super cute ... so I love reptiles! How are you guys ... eh ... reptiles?!" she says smiling.
Diplomacy: 1d20 + 13 ⇒ (17) + 13 = 30

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The eyes do not stir while Zaarah speaks in Common...but once she repeats it in Draconic, her friendly tone coaxes the four Lizardfolk warriors to warily rise from the water. They appear reluctant to speak and just a bit fearful before one of them finally speaks...
"Mi Muckmouth harcosok. Ön még Asspiss ügynökök?"

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Zaarah chuckles when she hears that they assume they are Aspis.
She looks back at the team and speaks in common.
"These guys think we are Aspis agents?! These snakes are everywhere!" she says and frowns.
She looks back the reptilian beings and continues in draconic.
"No, we are not Aspis agents. They oppress, the steal, they cheat. We are Pathfinders and here to research and make friends. Friends like you!" she says beaming and descends as her flight hex ends.
"So are you involved with the Aspis?" she asks with a raised eyebrow.
Diplomacy if still needed: 1d20 + 13 ⇒ (17) + 13 = 30

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As Zaarah appears to be the only Draconic speaker, we'll press on...
The Muckmouths appear to be relieved when they hear you are not Aspis agents. They visibly relax a bit.
"Utáljuk a Asspiss. Egy héttel ezelőtt, a zenekar Aspis konzorcium ügynökök házunk a falut, és átvette a tojásokat a mi keltető túszt, arra kényszerítve a harcosok a törzs dolgozni nekik gyűjtése emlékek és erőforrások a közeli romok. Tudna segíteni?"

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Zaarah translates everything the reptiles say to the group.
Please all assume that Zaarah would translate what you say so just jump in!
She turns to the reptiles.
"Oh then we of course need to help you! Chaldira wants us to find battles to fight for good so that we show that we are worthy of the luck she brings into our lives! I am sure my companions are in on this as they usually dislike Aspis agents as well! And what they did to your eggs ... unbelievable! Tell us where they are and what happened here!" she says concerned.

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How did the Aspis even get into the tapestry? They're surely up to no good - lets track em down and put a stop to their intrusions.

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"Whoa! That's pretty bad, man. Stealing children and holding them hostage. Total Barney move. These aspis don't care about anything- they are nihilists!"

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The Muckmouths express their appreciation and tell Zaarah that a solitary, and very accomplished, Aspis agent has set up a base camp in the swamp close by. They say that some of their tribe may fight for him, until he's either defeated or forced to leave, because they're afraid for their eggs...these Muckmouths also tell you that they will not participate if a fight breaks out for the same reason...
The Muckmouths then show you the location of a secret passage, beneath the water in the southeast portion of the wall of this chamber, that leads to the swamp where the Aspis agent resides. They will gladly show you the way if you're willing...

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"We can help you against the aspis. But first, tell us what you know about this 'dog pharaoh,' and this place. There was another room behind us that we have not yet explored."
Lizardfolk - stupid savage creatures! This will probably end the same way as last time...

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Zaarah translates Poh's words to the Lizardfolk and then relays their response to back to the Drunken Sensei.
"We only know what this Aspis agent told us about the Dog Pharaoh which wasn't much...he just wanted us to loot this place for him and the Consortium...
"Since you got this far, I don't think you missed any other room. We know there's a false door located north of the pool room...there's a trap that goes off if you try to open it...
"We were sent back to get the remaining treasure here...the ones marked with red 'X'; our shaman said they were cursed items but Aspis want to sell them to unsuspecting folk...
"That's all we know about this place..."

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Although his facial expression is concealed, from his shifted tone of speech, it becomes clear that Azrael is genuinely unpleased at the situation in hand, "While the Aspis are not true demons, they act in a manner that reeks of evil. We must vanquish these evil doers. Let us go and investigate that other area and hope we catch the Aspis Scum."
Perception: 1d20 + 11 ⇒ (10) + 11 = 21

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Huh. Useful information from Lizardfolk. These must be a very different tribe to the one I fought against in Sargava.
"How long does your secret tunnel go under the water for? My students don't want to drown down there!"
Could be a trick, after all.

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Yes, much more useful than usual...the trap had already been discovered and didn't want you to backtrack to a room that wasn't there. :)
Through Zaarah, one of the Muckmouths replies, "Not too long...be under water for less than a minute...opens into swamp water, about chest high. Aspis camp is short walk east of tunnel exit..."
Other than getting wet, there's no consequences or DC saves for traveling through the underground tunnel. From their information, you assume you'll encounter the Aspis agent a few minutes, at most, after exiting. If you no one has any further questions or actions, I'll move us forward later this morning...

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Ready to depart, guided by the Muckmouth warriors, each of you hop into the water and are led through the underground tunnel....
The dark and claustrophobic passage through the foundations of the tomb opens into the overcast swamp. The back of the tomb is much like the front, with gnarled swamp trees fighting for space on the dryer bits of ground and reeds, grass, and open stagnant water claiming the rest. To the east the ground raises slightly. Between two bone and leather fetishes lies a path that has seen recent use, the grass and marsh weeds broken down into a matted mush.
The Muckmouths point towards the path between the fetishes...

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Ridley will refresh his heightened awareness from the wand, drink his extract of false life, reduce person, and acute senses.
False Life: 1d8 + 6 ⇒ (8) + 6 = 14
Seems like we're close. Who wants to lead the way?

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Zaarah can fly over the area to see what is going on first and then return?

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Sounds good - go for it. Don't get where we can't see you though.

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Zaarah nods ... then she casts mirror image on herself and then casts 'alter self' and turns into a female halfling.
"Ahhh, I love this form!" she says smiling.
Mirror image: 1d4 + 1 ⇒ (4) + 1 = 5
She activates her flight hex and flies 20 ft. above the ground forward.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14

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"I'll move forward, dudes. Don't worry about that. Before we go, might I bother someone to use this thing on me?" as Ischell produces a wand of mage armor. "Probably should have used that sooner..."
Assuming that someone can use it on him, Ischell saunters up to the front of the group. As he reaches the front, his posture changes into that of an alert guard. "I would be expecting some sort of violence, dudes."

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Though the swamp was different than the forest of his original home, Master Poh feels comfortable enough in the outdoors. He slinks through the reeds, using them for cover.
stealth: 1d20 + 10 ⇒ (15) + 10 = 25
If we do have anyone who can use or umd a wand of mage armour, Poh also has one he'd like applied. I don't think we do though. I could use Diverse Training once to try to get a wand to work, only have +4 on the die roll though.