Hockeyguy's Mummy's Mask
(Inactive)
Game Master
Grolick
Tactical Map
Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3
Leaning in on his walking cane, Locke tips back his flask for a draught, careful not to drip any on the map itself. "A day to prepare as well. How fortunate. Any notes of what we might encounter?"
Other than a note showing the location on the map of where the tomb is. It's on the eastern side of the necropolis. There is time for any prep you would like to do.
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Rupert Fickleberry wrote: [dice=Knowlege Nature to see what was being sniffed]1d20+5 Essentially homemade snuff. Smelled like it had a bit of a kick...
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
"I came to this out of money and prepared to start. Let us find a place to talk tactics while in the dungeon and then rest up for the rest of the day if we are not allowed to go directly to the site."
Later, over lunch or elevenses...
"When we get into the dungeon, Oursen and I can take the lead to check for traps. I feel like these tombs will be filled with those. Oursen has a nose for danger too. I feel like a 10ft lead is good enough to prevent the next person from danger if I were to set off a trap.
Does anyone have any special tactics they would like to take or suggestions for marching orders? better safe than sorry."
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Johari speaks up. I'm not as good at finding traps--but you find it, and I can disarm it. Will your beast keep its cool in combat? I don't want to worry about standing next to a freaking bear who might turn on me... he regards the great bear with a calculating eye, staying out of easy reach.
Male Grizzly Bear (Animal Companion, Boydguard) (HP 18/18), Init: +1, AC 15 (T 11, FF 14), Perception +5, Fort +4, Ref +4, Will +1, CMB+4 / CMD+15
Oursen notices the man staring at him, smiles, stares back, leans in and licks his face.
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
”Well, I will mostly be happy if he stays awake long enough to see battle.”
Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5
"I think it's tasting you."
M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20
Azeem chuckles. "If we have nothing else to do here, shall we go inspect our site? I'm as prepared as I can be."
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
The warrior gives a start when the bear leans in, but doesn't flinch too much otherwise. He gives a small smirk at the lick, seemingly unperturbed at what most would consider "yucky" Huh.
Krugor wrote: "I think it's tasting you." *shrug* Maybe.
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
”Alright, without further preparation needed and as we’re not able to visit our site, I will attempt to gather information on our site as well as rumours about town. If I find anything, I will let you know. Otherwise, let’s meet first thing the moment we are able to entire the site.”
Casting Enhance Diplomacy and then gathering info.
Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27
As people don't travel into the walled off area, no one is able to provide you any real information about your site, sadly.
M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20
"Shall we enjoy the city since we can't start until tomorrow. Maybe meet some of the other teams? I have been in the city all of my adult life. It is a true Wonder of the Desert."
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
"I am not sure that meeting the other teams will give any advantage as most of them are seeing each other as competition. Enjoying the city sounds interesting though."
Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5
"Then what about scouting the competition?"
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Krugor Stonegut wrote: "Then what about scouting the competition?" The slayer gives a raised-brow-nod salute toward the dwarf, along with a gently pointing figure.
Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5
"Should we go over what we have and what we need to get?"
Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3
"I still have a few coins if there is anything you all can think worth procuring."
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
”I am only interested in pursuing the site. If we focus on the task at hand and try to do our best, the competition will take care of itself. As for needs, I have none left. I am happy to shop with anyone who does need things as I do not know the city well enough.”
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Does our site assignment give us any hints?
The assignment just give you a location and nothing else.
If you plan to buy anything today, please do so in your next post.
The next morning, the party packs in by the gates along with most of the other adventuring parties early in the morning, everyone waiting to get access to the Necropolis.
As the gates open, there is a huge press to enter, but soon it begins to thin as groups separate to find their assigned locations. Using the provided map, you find yourself in the Eastern section of the necropolis.
When you arrive, a rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Johari approaches the doors without hesitation, looking for traps.
perception: 1d20 + 4 ⇒ (8) + 4 = 12
Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3
Squinting in the harsh desert sunlight, Locke crouches down by the door. ”Much as I’d like to be in the cool dark, best to take it slow.” he muses, poking at the piled sand to see how much effort is needed to move it.
Taking 20 on Perception for 24, 25 for traps.
Male Grizzly Bear (Animal Companion, Boydguard) (HP 18/18), Init: +1, AC 15 (T 11, FF 14), Perception +5, Fort +4, Ref +4, Will +1, CMB+4 / CMD+15
The great bear walks over to the gnome, licks his face to calm him down and puts the gnome on his back.
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
I think 2 people looking for traps is a solid plan. We should keep up that tactic, even when we don't have time to take 20 in the future.
Rupert casts Guidance on anyone who would like to check out the door.
"Th-This is going to be fun, right? Rupert says, teeth chattering even though it's not remotely cold out.
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Rupert Fickleberry wrote: "Th-This is going to be fun, right? Rupert says, teeth chattering even though it's not remotely cold out. The slayer glances back at the gnome, and gives a lop-sided grin with a single exhaled chuff of a chuckle. Hope so.
Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Add +2 for anything stonework-based. Also, a free roll for stonework-based traps or secret doors if I'm within 10 feet.
Who here has ancient Orsiriani as a language?
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
I speak regular and ancient Osiriani. Sylvan, Druidic, Dwarves and Gnome as well.
Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3
Ancient Osiriani, Common, Kelish, Osiriani.
M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20
Azeem reaches out with his faith and tries to sense evil in the area. [ooc]detect evil[/dice]
No evil is detected.
Locke notices that there is writing in Ancient Osiriani on the outside of the building. It seems this is the tomb of someone named Akhentepi, who lived from AR 2416 to 2488.
The doors are 10 Ft tall and made of solid stone. Locke believes it is most likely these have hidden hinges inside the door. There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that the doors were meant to be sealed permanently and not intended to be opened again. There are signs of a crowbar or similar tool having been inserted between the doors at some point.
The doors appear to be impossible to open without clearing out some of teh sand in front of them.
Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3
Stroking at the stubble of his chin, Locke touches his cane to the door. "It seems someone was here before. No idea how long ago, but certainly not very recent. Help me move this dune from our progress."
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Johari begins digging wordlessly.
M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20
Azeem helps with the clearing of the door.
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
Rupert motions to Oursen who moves forward reluctantly.
Male Grizzly Bear (Animal Companion, Boydguard) (HP 18/18), Init: +1, AC 15 (T 11, FF 14), Perception +5, Fort +4, Ref +4, Will +1, CMB+4 / CMD+15
The bear sees others digging with their hands and joins in on the fun as it seems like a game. Pawing at the sand, he looks to Johari and smiles with his tongue hanging out the side of his mouth.
With only a couple of people digging, it takes over 2 hours to dig all the sand out of the way. They're all hot and sweaty by the time they are done. The bear decides after awhile the game isn't too fun and plops down.
Once the sand is removed, there are two slabs of a door in front of you with no handles visible.
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
After taking a breather and a swill or three of water, Johari brushes off some of the sand, and takes a professional look at the doors. He fiddles around, trying to figure a way to open them...
Disable Device: 1d20 + 9 ⇒ (16) + 9 = 25
Johari does not seem to think there is anything to disable to allow the doors to be opened.
M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20
Azeem let's Johari fiddle with the door as he rests. He then produces a crowbar and steps up to the door. +2 bonus to force open door
strength check(bend bars/lift gates?): 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
Here--together.
Johari lends his muscle at another attempt.
Strength, Aid Another: 1d20 + 1 ⇒ (13) + 1 = 14 <--success
The Crowbar slides a bit into the slit between the doors. Johari and Azeem push against it, but nothing seems to budge. The door seems quite heavy and well sealed.
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
"Perhaps I can use my brain as they use their brawn. Oursen, perhaps you can lend your strength?"
Perception to search the doors focusing on concealed or secret doors: 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge Engineering: 1d20 + 7 ⇒ (6) + 7 = 13
Detect Magic on the door.
Male Grizzly Bear (Animal Companion, Boydguard) (HP 18/18), Init: +1, AC 15 (T 11, FF 14), Perception +5, Fort +4, Ref +4, Will +1, CMB+4 / CMD+15
Strength aid: 1d20 + 3 ⇒ (5) + 3 = 8
Failed aid.
The door does not radiate any kind of magic.
M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20
"hmmm. let's trying this again, shall we?
strength: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8
Is this something you can take 20 on?
Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5
strength, aid: 1d20 + 1 ⇒ (12) + 1 = 13 <--success, for a net of 20 on Azeem's check
|