
![]() |

”Talk about being in the ‘hot’ seat. I barely saw the trap on the throne. I would not sit on nor attempt to disable without protection from extreme heat and flames.“

![]() |

"Considering the danger, I shall take the seat." The golden-skinned aphorite steps over to the throne and takes a cautious seat. Once settled he nods at Roderick to continue.
As an immediate action, Malaz can spend two points of focus to activate Energy Shield to absorb 35 points of energy damage.

![]() |

”Ready? “ he looks to all in room to step back.
Roderick waits then will attempt to place the rods in order by appraisal value, least with quartz and most with diamond
if you need them listed by name, I will let someone look them up and itemize. I am sitting in waiting room of urgent care…waiting for sons flu test results:(

![]() |

INT check for Roderick to recall information: 1d20 + 5 ⇒ (15) + 5 = 20
The entrance to the Hall itself is a series of columns leading to a simple stone door that stands open. The columns bear numerous carvings praising the accomplishments of Alkhet Utmari, the Merchant Prince. Investigating the columns reveals that the number seven holds a great deal of significance, but in all such arrangements, Alkhet is always in the highest position.
Recalling clues about the Merchant prince Roderick contemplates the fact that he always placed himself in the highest position without exception. Even though his scepter is of relatively low value, this could very well be a ruse. Does this have any influence on the order you would like to place them?

![]() |

Roderick considers the order and the clues found previously holding them up , high to low.
”What do you think of this order? “
Alkhet’s Scepter: 500 gp
Iltorian’s Scepter: 4,000 gp
Osomi’s Scepter: 3,700 gp
Kiranna’s Scepter: 3,500 gp
Shasha’s Scepter: 2,000 gp
Elea’s Scepter: 700 gp
Unnamed Scepter from area 5: 100 gp
if no objections or alterations he will try them as listed high to low.

![]() |

”That would be my best guess as well, Roderick,” the warriors ageees, knowing what he does about the arrogant bastard that build this place.

![]() |

After you have the scepters placed on the altar, the throne sinks beneath floor and wall behind it shifts to reveal a corridor. Behind the throne is a narrow set of stairs, leading to a low, cramped chamber. Large stone sarcophagi are arranged around this chamber, seven in total. One of them is truly special, lined with glimmering gold and set on a small dais.
Room 8: Alkhet's wives are interred in the six sarcophagi. When you enter the Crypt, you notice how lids of four sarcophagi start to move and four mummies climb out of their final resting places.
Fahd: 1d20 + 2 ⇒ (5) + 2 = 7
Roderick: 1d20 + 10 ⇒ (14) + 10 = 24
Robyyn: 1d20 + 8 ⇒ (17) + 8 = 25
Lutorinus: 1d20 + 9 ⇒ (2) + 9 = 11
Malaz: 1d20 + 2 ⇒ (20) + 2 = 22
Yaiho: 1d20 + 3 ⇒ (19) + 3 = 22
Orange Mummy: 1d20 + 2 ⇒ (2) + 2 = 4
Yellow Mummy: 1d20 + 2 ⇒ (8) + 2 = 10
Cyan Mummy: 1d20 + 2 ⇒ (17) + 2 = 19
Green Mummy: 1d20 + 2 ⇒ (20) + 2 = 22
Malaz, green Tie breaker: 2d20 ⇒ (3, 4) = 7 >Green before Malaz
"All creatures within a 30-foot radius that see a mummy must make a DC 18 Will save or be paralyzed by fear for Fear ability: 1d4 ⇒ 1 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours." Four Will saves Roderick, Yaiho and Robyyn first!

![]() |

Roderick gulps as the creature emerges
1 will, heroism : 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
will use portfolio reroll, 2 stars
”Oh dear! “
will, heroism, stars : 1d20 + 6 + 2 + 2 ⇒ (13) + 6 + 2 + 2 = 23
2 will, heroism : 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
3 will, heroism : 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
4 will, heroism : 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Are we in the hall between room 7 and 8 or all actually in the room with mummies?

![]() |

Will DC 18: 1d20 + 7 ⇒ (4) + 7 = 11
Will DC 18: 1d20 + 7 ⇒ (6) + 7 = 13
Will DC 18: 1d20 + 7 ⇒ (17) + 7 = 24
Will DC 18: 1d20 + 7 ⇒ (9) + 7 = 16
ouch....

![]() |

4 saves - ouch is right. We needed a paladin aura or remove fear up here or this will get ugly fast. :(

![]() |

Will DC 18: 1d20 + 2 ⇒ (4) + 2 = 6
Will DC 18: 1d20 + 2 ⇒ (17) + 2 = 19
Will DC 18: 1d20 + 2 ⇒ (16) + 2 = 18
Will DC 18: 1d20 + 2 ⇒ (3) + 2 = 5
Yaiho is able to shake off some of the fear he is feeling but not all of it.

![]() |

Remove Fear is always prepped on Lutorinus :D At this level, he can hit 3 people with it. He also has UNbreakable Heart prepped, but that's just one person.

![]() |

Originally I thought you would be in the mummy room, but doesn't really matter. Current placement is ok, though you wouldn't have needed to make all four will saves right away as they aren't in the 30 feet range, which would have been the case if you had placed your tokens there.
Green mummy shambles to east end of corridor.
Malaz next, make a will save.

![]() |

Will: 1d20 + 7 ⇒ (17) + 7 = 24
In preparation, the occultist focuses and places a portion of his psychic reservoir upon his mighty weapon before stalking forward.
Bane: Undead on his Ax for one minute. On my phone, but Malaz wants to attempt to bottle neck the zombies if possible (and okay with the others).
Can someone please move me to either side of the doorway?

![]() |

Cyan mummy follows the first out of burial chamber.
Lutorinus next

![]() |

Roderick will get the ready to start charging Chucking bombs when his turn comes up (hence why I was asking for positions)

![]() |

"Blessed Mother, steel their hearts from fear," Lutorinus whispers in quiet prayer. Malaz, Yaiho, and Fahd feel a strange sense of stiffness in their minds.
________
I'm not sure who is feared and who isn't anymore, so Remove Fear on the above! If it makes more sense to delay until all the Mummies close in, I can do that too.

![]() |

Orange and yellow mummies do not see any enemies so they don't leave where they are.
Next Fahd, Roderick, Yaiho and Robyyn.

![]() |

Robyyn steps away, calling out a strategy. "Form a gauntlet! Let them come to us and flank them as they come out!" He commands his scorpion into position opposite Yaiho following his own suggestion.
He fixes his gaze on the lead mummy, using his powers to bring misfortune on the undead monstrosity.
5' step
Standard: misfortune (Will DC 19, 1 round duration) vs green
Move: cackle (extends duration of misfortune by 1 round)

Controlled Undead: Robyyn |

The scorpion moves into position in its lumbering, lilting, lurking gait, and readies a strike if a mummy should come out this far.
Move: 25'
Standard: readied attack vs any mummy that enters a threatened square
slam: 1d20 + 11 ⇒ (11) + 11 = 22
damage, B: 1d8 + 10 ⇒ (3) + 10 = 13

![]() |

Yaiho takes a step forward toward the narrow passage way before slapping his face to build up his Rage as he takes a guarding stance before readying a strike on any enemy that gets in range.
Rage (Guardian Stance) +2 AC
Readied Attack
+3 Furious Earthbreaker: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22

![]() |

Fahd takes a 5’ step to the left, readying a punch to the first mummy once it moves forward and is flanked by he and Malaz. If someone would move me on the map, please.
Readied action
Damage with power attack 1d10 + 13 + 3 ⇒ (4) + 13 + 3 = 20

![]() |

Roderick steps back and hurls two fire bombs into the rear of the two visible mummies.
”Fire in the hole! “
these are against ranged touch AC with cover factored. Blast shaped to avoid Allies
Bomb, range, hero, cover pb: 1d20 + 11 + 1 + 2 - 4 ⇒ (17) + 11 + 1 + 2 - 4 = 27
for Explosve dmg : 4d6 + 3 + 1 ⇒ (4, 4, 5, 1) + 3 + 1 = 18 5'r splash, 7 fire dmg (DC14 for half).
Bomb, range, hero, cover pb: 1d20 + 6 + 1 + 2 - 4 ⇒ (12) + 6 + 1 + 2 - 4 = 17
for Explosve dmg : 4d6 + 3 + 1 ⇒ (6, 5, 5, 4) + 3 + 1 = 24 5'r splash, 7 fire dmg (DC14 for half).
two possible direct hits on teal mummy , and two splashes on green for 7 or 3 each

![]() |

Mummy's will save: 1d20 + 10 ⇒ (20) + 10 = 30
Seems to ignore witch's gaze.
The teal mummy is obliterated by fire bombs and green is burned as well.
Reflex vs bomb 1: 1d20 + 4 ⇒ (8) + 4 = 12
Reflex vs bomb 2: 1d20 + 4 ⇒ (19) + 4 = 23
Fahd and Yaiho both score hits on approaching mummy, which strikes back at Fahd.
slam: 1d20 + 16 ⇒ (12) + 16 = 28
damage: 1d8 + 12 ⇒ (1) + 12 = 13 And DC 18 Fort save vs. mummy rot
Next is Malaz

![]() |

Fort save 1d20 + 10 ⇒ (16) + 10 = 26

![]() |

Malaz attempts to take advantage of the distracted monstrosity.
Ax of Mummy Dispatching! (PA/Bane/Flank): 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23
Damage: 3d6 + 16 + 2d6 + 2 ⇒ (6, 6, 1) + 16 + (5, 4) + 2 = 40

![]() |

Fahd avoids the mummy curse and Malaz misses by a hairs width.
Lutorinus next

![]() |

Lutorinus backs away from the Mummy and grants his allies supernatural ferocity.
________
Blessing of Fervor on everyone, including himself.

![]() |

Orange and Yellow mummies wait behind their sarcophagis. Zombie scorpion missed. Its Fahd's turn and the Roderick, Robyyn and Yaiho

![]() |

Fahd tries to end green’s suffering
Attack with flank 1d20 + 2 + 17 ⇒ (13) + 2 + 17 = 32
Damage 1d10 + 13 ⇒ (2) + 13 = 15
Attack 1d20 + 2 + 17 ⇒ (6) + 2 + 17 = 25
Damage 1d10 + 13 ⇒ (1) + 13 = 14
Itaerative Attack with flank 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage 1d10 + 13 ⇒ (7) + 13 = 20

![]() |

Fahd succeeds dropping the mummy in one hit. You may take move action instead if you wish

![]() |

Fahd keeps the bottleneck and holds his position.

![]() |

Yaiho moves up to put himself across from Malaz, keeping his Rage (Guardian Stance) going as he slams his maul into the floor, trying to draw the attention of the other enemies to come out and fight them.

![]() |

Roderick strides south to get a better angle and view on yellow to lob a fire bomb.
”I will try to get their attention.“
Bomb, range touch, Hero, blessing, cover: 1d20 + 11 + 2 + 2 - 4 ⇒ (13) + 11 + 2 + 2 - 4 = 24
for Explosve dmg : 4d6 + 3 ⇒ (1, 2, 4, 5) + 3 = 15 10'r splash, 7 fire dmg (DC14 for half).

![]() |

Reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
Mummy evades some of fire, but not all.
Malaz, Robyyn and Lutorinus

![]() |

The direct bomb target takes full damage and is also burning. The splash is secondary target within 10’ - was not sure if other was in that range. :)

![]() |

Yes, exactly as I meant. Yellow took full damage and orange saved against 10´ splash.

![]() |

Delay until those baddies come to us!

![]() |

Botting Malaz and Robyyn, they delay until enemies come closer.
Both mummies move out of their coffins.
Its Fahd's turn and then Roderick, Yaiho and Robyyn.

![]() |

Fahd readies a punch to the first mummy once it moves forward and is flanked by he and Malaz.
Readied action
Attack with flank 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
Damage 1d10 + 13 ⇒ (9) + 13 = 22

![]() |

Sorry, I missed that I was up. Malaz would wait until a mummy moved into our flank position.
Will save vs Mummy fear: 1d20 + 7 ⇒ (7) + 7 = 14
Or he does not attack at all.

![]() |

Roderick lobs bombs at orange in the back tank
”This ought to accelerate their emergence.“
heroism, blessing counter cover , +4 vs -4 so not modifying rolls vs touch AC. Splash on yellow. Exclude blast on two Allies if needed.
Bomb, range, pb: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
for Explosve dmg : 4d6 + 3 + 1 ⇒ (2, 4, 3, 6) + 3 + 1 = 19 10'r splash, 7 fire dmg (DC14 for half).
Bomb, range, pb: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
for Explosve dmg : 4d6 + 3 + 1 ⇒ (2, 1, 5, 2) + 3 + 1 = 14 10'r splash, 7 fire dmg (DC14 for half).
those could miss…so splash direction may be needed.

![]() |

Yaiho swings his maul into the chest area of the mummy that appears before him before following it up by bashing it's head.
+3 Furious Earth Breaker -PA vs Yellow: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 30
Damage +PA: 2d6 + 12 + 6 ⇒ (5, 1) + 12 + 6 = 24
+3 Furious Earth Breaker -PA vs Yellow: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Damage +PA: 2d6 + 12 + 6 ⇒ (3, 2) + 12 + 6 = 23
Critical?: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Critical Damage: 4d6 + 26 + 6 ⇒ (4, 5, 4, 5) + 26 + 6 = 50

![]() |

Roderick hits with both bombs and other mummy is reduced to pile of smoldering ash. Evading worst of bomb damage doesn't help yellow mummy as Yaiho's maul brutally finishes it.
Yellows 1st Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Yellows 2nd Reflex: 1d20 + 4 ⇒ (12) + 4 = 16
Combat over
On the burial chamber you find Alkhet's treasure: 3,000 gp worth of gems, jewelry, silverware, and art objects; a dagger of venom, red dragon hide full plate, lesser metamagic rod of silent, dust of illusion, golembane scarab, slippers of spider climb and a rod of the python.

![]() |

”Thats some handy gear,” Fahd nods after the group explains what all the magical loot does.

![]() |

"Indeed, might as well put it to good use before we start making our way back," Lutorinus suggests. "Let's take a final look around."
________
Perception?: 1d20 + 22 ⇒ (8) + 22 = 30

![]() |

”Good show. Strong work on that effort. The puzzles and walking dead. I suppose are the bread and butter of the Society. “

![]() |

Satisfied with the outcome of the battle, Yaiho lets his rage subside as he relaxes his muscles. "Interesting loot. Much be happy when we return with this."

![]() |

Im assuming those who posted about loot went closer to investigate, so I moved your tokens accordingly.
Lutorinus finds only dust and canopic jars of deceased. The room is completely safe at this point. While cataloguing loot you have found you hear footsteps and mumbling coming from blade barrier corridor. Robyyn and Malaz notice that the intruders are Alarka and her three goons, whom you met earlier when they left abruptly.
"Bwahhaahhaa, now that you have done the hard work for us, its time for you rot here while we carry away the treasure!" Alarka laughs maliciously
Roderick: 1d20 + 10 ⇒ (19) + 10 = 29
Robyyn: 1d20 + 8 ⇒ (8) + 8 = 16
Yaiho: 1d20 + 3 ⇒ (18) + 3 = 21
Malaz: 1d20 + 2 ⇒ (2) + 2 = 4
Lutorinus: 1d20 + 9 ⇒ (2) + 9 = 11
Fahd: 1d20 + 2 ⇒ (1) + 2 = 3
Raider 1: 1d20 + 5 ⇒ (1) + 5 = 6
Raider 2: 1d20 + 5 ⇒ (11) + 5 = 16
Raider 3: 1d20 + 5 ⇒ (6) + 5 = 11
Alarka: 1d20 + 5 ⇒ (4) + 5 = 9
Tie breaker/Robyyn, Raider: 2d20 ⇒ (14, 8) = 22
Tie breaker/Lutorinus, Raider: 2d20 ⇒ (17, 5) = 22
First Roderick, Yaiho. Botting Robyyn:
Robyyn uses his misfortune hex against Raider 3. He uses move action to cackle (extends duration of misfortune by 1 round).
Will save DC 19: 1d20 + 3 ⇒ (2) + 3 = 5
His scorpion attacks Raider 2 and misses. slam: 1d20 + 11 ⇒ (2) + 11 = 13
bludgeon damage: 1d8 + 10 ⇒ (2) + 10 = 12