Shifting Sands

Game Master Stiehle

Mummy's Mask Pathfinder (1e) Adventure Path


751 to 800 of 876 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none
GM West wrote:

As Devin looks over the secret door carefully, his eyes beginning to tire as he peers at the myriad of hieroglyphs, he finds one that seems out of place. It doesn't look like a mechanical trap, or he's certain he would have seen what it does. Magical? That seems very likely to the bard.

Unfortunately, he has absolutely no idea how to disarm it...

So after a bit of internet searching, it looks like magical traps CAN be discerned with a Perception check by anyone (same as for mechanical traps) it's just that the DC is extremely high, so most non-rogues would overlook it. However, only a character with the Trapfinding ability can actually disarm a magical trap. So you have two choices, so far as I can tell. Walk away, or purposefully trip it...

Devin has Trapfinding, from the Trap Finder trait; I knew I needed it to fill the rogue's role...


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Elliander sees Devin tense up while the bard is looking for traps.
”Did you find anything? A trap? We’ve been standing close to this secret door and reading on the wall around it, but that didn’t trigger anything. So, opening the door might trigger something, eh? Well, we haven’t found what we were looking for yet, so do we have a choice really? Can you disarm it? Should the rest of us back away around the corner?”


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Starday, the 19th day of Desnus, 4714 AR
Weather outside is unknown.
Probably somewhere around sunset, but unknown for certain.

----------------------------------------------

Just as he starts to believe the trap is beyond him, the half-orc's sharp eyes note a tiny detail on one of the hieroglyphs - more of a rune, really. And one that will certainly trigger a magical trap of some kind! A summoning of some kind, or so it appears. The bard carefully smudges the rune out with one of his sharpened thieves' tools and releases a pent up breath when the job is done. With a nod to Elliander, Devin pushes opens the door, revealing a wide passage that bends north and into a larger chamber dominated by a display case containing three large iron tablets. The chamber is empty, save for these - which are displayed upon heavy stone slabs arranged in a triangular fashion so one tablet faces directly south (toward where the party entered the room) and the others are angled to the northeast and the northwest. From a distance, the party can see there is writing on the iron tablet facing toward them, but it's impossible to make out details without getting closer and examining them further.

Nice trait pick, Devin! I thought someone had Trapfinding, but couldn't find it under class abilities - I was looking in the wrong place! (a properly fitting Indiana Jones reference...) By the way, that 32 you rolled was spot on the DC for the trap. :)

Map of Dark Depository

Map/Guide of Tephu

Player Handout - Mask of the Forgotten Pharaoh

Player Handout - Scrolls of Inquiry Excerpt

--------------------------------------------

PC Health / Adventure Notes:

Devin 59/59 [Heroism (+2 morale bonus on attack rolls, saves and skill checks) for 130 minutes; Heightened Awareness (+2 to Perception) for 60 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]

Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes; Shield of Faith (+3 deflection bonus to AC) for 7 minutes]

Soumral 51/51 [Wearing Mask of the Forgotten Pharaoh; Mage Armor (+4 armor bonus to AC) for 6.5 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes; Protection From Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves vs evil creatures) for 7 minutes]

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]

Amenhep 49/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]


Amenhep should be fully healed. ??


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Ha! Got it! But let's not rush in here..."

Having successfully navigated the door, he uses bardic magic to examine the 3 tablets from what he hopes is a safe distance Sift Cantrip

Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 ⇒ (3) + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 = 21
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness-5 sift

Then he begins the slow process of checking the hallway to get to them for personal inspection...

Using detect magic
Perception, find traps: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 ⇒ (15) + 7 + 3 + 5 + 2 + 2 + 2 + 2 = 38
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Starday, the 19th day of Desnus, 4714 AR
Weather outside is unknown.
Probably somewhere around sunset, but unknown for certain.

----------------------------------------------

Devin sees nothing untoward from a distance and so moves closer to the plinths bearing the heavy iron tablets to get a better look. Though the Detect Magic spell reveals that these are actually enormous 'scrolls', they do not help the half-orc find the devilish trap - though the bard is able to discern that particular bit of nastiness with his own eyes. It's another rune, this one would likely outright slay anyone that dares to touch one of the large iron tablets! The half-orc might be able to disable it, but if he fails...

But the bard is able to read the scrolls, since the magical writing is there for all to see, and they appear to be powerful spells - Soul Bind, Energy Drain and Clone are there for the taking - though even if the trap were to be circumvented, they'd be quite heavy to tote around, probably weighing at least 40 lbs. and maybe as much as 60 or 70 lbs. each from the looks of them. Still, the spells could conceivably be scribed and the tablets left where they are without tripping the magical trap - if you have the time and the materials to do so.

Nice roll, Devin! That was a nasty little trap, and you've identified it as a Greater Glyph of Warding [Slay Living]. If you want to try and disable it, you can give me a Disable Device check and you could then feel free to touch the tablets as you will. Or you can leave the tablets alone so as not to tempt fate with a potentially deadly trap.

Map of Dark Depository

Map/Guide of Tephu

Player Handout - Mask of the Forgotten Pharaoh

Player Handout - Scrolls of Inquiry Excerpt

--------------------------------------------

PC Health / Adventure Notes:

Devin 59/59 [Heroism (+2 morale bonus on attack rolls, saves and skill checks) for 130 minutes; Heightened Awareness (+2 to Perception) for 60 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 59 minutes]

Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes; Shield of Faith (+3 deflection bonus to AC) for 6 minutes]

Soumral 51/51 [Wearing Mask of the Forgotten Pharaoh; Mage Armor (+4 armor bonus to AC) for 6.5 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 59 minutes; Protection From Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves vs evil creatures) for 6 minutes]

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 59 minutes

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 59 minutes]

Amenhep 49/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 59 minutes]


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Spellcraft, is it a one-shot glyph or will it go off repeatedly: 1d20 + 7 + 3 + 2 + 2 + 2 ⇒ (5) + 7 + 3 + 2 + 2 + 2 = 21
7 ranks +3 trained +2 int+2 heroism+2 Tears to wine

"Sourmal, Francis, you see that rune up there, to the left of the center on the stone slab holding up the tablet facing us, about a foot down from the edge of the tablet? It's a magical trap - black necromancy, death magic. I'm thinking it might be a one-shot deal though. What do you guys think? Do either of you have a summoning spell available?

IIRC Greater Glyph of Warding is a one-shot, until discharged. Can I have some spellcraft checks to backstop me?
If I am right, a summon seems the appropriate answer, rather than putting my butt on the line. If neither of you have a summon available, Sourmal, do you have summon monster 1 on a scroll or in your book? I could use my ring of spell knowledge to cast SMI if I had a written source...


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Hearing about the rune trap, Elliander tries to discern it and value their options.
Knowledge (Arcana): 1d20 + 15 ⇒ (13) + 15 = 28
”Will the trap go off if we get close to that area or just if we touch the iron tablets themselves? This trap seems serious. We don’t really need those tablets, do we? We’re looking for info about the mask, the Sky Pharao and possibly, where he’s buried, right? Can we continue to search without getting close to them, or do you think you have a way to disarm the trap or trigger it without us getting harmed?" he asks Devin and the rest.

Elliander has no helpful spell for that.
What does he know about this type of runes?


Francis thinks for a moment but shakes his head. "I didn't pray for any such today. The best I have is a feather token that would summon a small bird to deliver a message. If the trap requires a living thing to touch or approach perhaps it could be set off by having the bird fly over to it? I know little about such magics though."

It is a clerical spell but Francis has never used one.


LG Male Human Paladin 7 | HP 58 | AC 21 (T 13, F 19) | CMB +10, CMD 23 | F +10, R +8, W +9| Init +2 | Perc +11

"If all else, fails, I am warded by the gods of old Osirion against the clutches of death magic. With some magical assistance, I might be able to resist the spell."

Mechanically, I've got an extra +4 vs death effects on top of my already beefy saves, +1 extra if it's divine magic.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

"Most magical traps will reset and continue to be a threat. If we need the tablets, we have to deal with the trap. I could ward someone against evil, but if you already have protective magics it might not matter. I could also try and remove the traps and might be able to resist the magic more easily if it does trigger." Nevitash says.

I can also disarm magical traps with a +20 bonus to Disable Device. If I get a Heroism and Guidance, I could probably just take 10 and deal with it. I also have a pretty good Fort Save if it does go bad.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Just a heads-up, I don't believe you can 'Take 10' when under stress, and this would definitely be stressful...


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Elliander doesn’t know much about disabling traps and thinks he will more be in the way than being helpful. He backs away a long distance in order to let someone more skilled try to help Nevitash.

No Disable Device skills. No Guidance spell


Francis could spam Guidance....


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

With Guidance I have a 31. If Devin will provide Heroism I go to 33 on Disable Device.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none
Nevitash wrote:

"Most magical traps will reset and continue to be a threat. If we need the tablets, we have to deal with the trap. I could ward someone against evil, but if you already have protective magics it might not matter. I could also try and remove the traps and might be able to resist the magic more easily if it does trigger." Nevitash says.

I can also disarm magical traps with a +20 bonus to Disable Device. If I get a Heroism and Guidance, I could probably just take 10 and deal with it. I also have a pretty good Fort Save if it does go bad.

It ain't heroism, but aid another is the same +2; I will also add +1 to your saves from your solo tactics + Shake it Off combo.

"All, right, I will come with you to help disarm this thing..."

Devin quickly reshapes his anytool into a set of Thieves tools extenders, so that he can work from behind Nevitash, and follows him up the corridor, as the inquisitor goes to work on the magic glyph...

Disable Device, Aid Another: 1d20 + 7 + 3 + 3 + 1 + 2 + 2 - 4 ⇒ (15) + 7 + 3 + 3 + 1 + 2 + 2 - 4 = 29 vs DC 10
7ranks+3 trained +3 Dex+1 trait+2 MW tools +2 heroism -4 extenders


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Starday, the 19th day of Desnus, 4714 AR
Weather outside is unknown.
Probably somewhere around sunset, but unknown for certain.

----------------------------------------------

The pair of half-orcs are able to disable the deadly magical trap by carefully scraping away the bit of rune that channels the energy to any that would touch the tablets and afterward they are free to take the enormously heavy iron slabs with them (50 lb. each), should they choose to do so. Further investigation uncovers a secret door concealing a crawlspace leading back toward the archive they'd discovered earlier. There appears to be no more secrets in the Dark Depository, only a choice now faces the party.

Head directly into the Parched Dunes in search of Chisiek's final resting place - the ancient architect who built the tomb of Sky Pharaoh Hakotep I? Or find the Vault of Hidden Wisdom here in Tephu?

The party has learned the Vault is reputed to have some of Khnenti's research pertaining to the architect, but thanks to Francis using his magic to speak with the corpse of the long-dead scholar of the Order of the Blue Feather, they have already learned the location of Chisiek's tomb - or at least as much as Khnenti knew, "in the Parched Dunes, north of the source of the Crook River in the foothills of the Barrier Wall within a steep-sided ravine at the western edge of a valley hidden from those that are not seeking it carefully." There is, perhaps, more to be found in Vault of Hidden Wisdom "where the shadow's tip of the Tower of Ra's Glory touches the land as the sun rises on midsummer's day", but there will be dangers as well, and the adventurers now know the next step in uncovering the mysteries surrounding the Forgotten Pharaoh, though either way a good night's sleep is in order...

The DC was 31, so you were able to pass with the Guidance alone - though just barely! Devin's assistance granted some cushion. :) Let me know if you're camping out here, heading back to your inn, or doing something else as night closes in on Tephu. Also, this will be a good time to discuss your plans. Head to Chisiek's tomb, traveling overland to the Parched Dunes? Or locate the entrance to the Vault of Hidden Wisdom in the hopes of finding more loot and maybe more useful knowledge. Speaking OOCly, either option works just fine from the standpoint of continuing the adventure. It'll be a matter or personal preference as to whether you'd like to start the second half of the adventure module straight away or do a bit more dungeon delving first.

Map of Dark Depository

Map/Guide of Tephu

Player Handout - Mask of the Forgotten Pharaoh

Player Handout - Scrolls of Inquiry Excerpt

--------------------------------------------

PC Health / Adventure Notes:

Devin 59/59 [Heroism (+2 morale bonus on attack rolls, saves and skill checks) for 130 minutes; Heightened Awareness (+2 to Perception) for 60 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]

Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes; Shield of Faith (+3 deflection bonus to AC) for 7 minutes]

Soumral 51/51 [Wearing Mask of the Forgotten Pharaoh; Mage Armor (+4 armor bonus to AC) for 6.5 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes; Protection From Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves vs evil creatures) for 7 minutes]

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]

Amenhep 49/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]


Francis is fine with either destination. There might be something of value that we'd miss by skipping things. But so far this whole thing has been a little light on treasure....


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

"Since we are here, I think we should deal with the Vault of Hidden Wisdom." Nevitash suggests.


LG Male Human Paladin 7 | HP 58 | AC 21 (T 13, F 19) | CMB +10, CMD 23 | F +10, R +8, W +9| Init +2 | Perc +11

Amenhep nods, "Agreed. We must be armed with knowledge before we seek out Chisiek's tomb."


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

"I'm not sure where to head next, I'll leave that up to the big forehead types who love reading... That said, I have an opinion on where we should spend the night: right here. We know there are assassins in the city, who are trying for us; I doubt we'll see them out here."


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Elliander nods at Devin in agreement. ”Yes, we need to find that vault too in that case, and it seems it’s not down here. Hopefully, we have defeated most guards here and can rest if we are carefully not to awake anything else. I just hope that whoever is responsible for this library won’t come looking while we’re here. Or the cultists.”


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, the 20th day of Desnus, 4714 AR
Weather clear and warming up with the promise of becoming quite hot and with little to no wind.
Two hours after sunrise.

----------------------------------------------

The night passes uneventfully, apparently all of the guardians have been dealt with. All that remains is for the heroes to find the Vault of Hidden Wisdom, and Soumral is certain she can guide them to the right area once she gathers a bit of specific knowledge from the great library - and this will likely be public knowledge, without the need for getting special permission as the Tower of Ra was once a landmark of great renown in the city of Tephu.

Making their way out of the vault, the adventurers find that the sun has already crested the horizon and is beginning its journey across the clear blue desert sky. It's already starting to warm up, even at this early hour, promising for a hot day. The sounds of morning city life reaches their ears from all around them - though muted by the hedges and walls that do an adequate job of concealing the entrance into the Vault of Hidden Wisdom from casual passers-by. Stomachs rumble as the scents of breakfast pastries and the arorma of coffee delights their senses after leaving behind the musty confines of the tomb beneath their feet. Soumral suggests a quick breakfast, then a trip to the library so she can do a bit of research, then make the needed calculations to get them where they need to go. The elf removes the mask, stowing it away in her backpack and starts moving...

Any new buffs being cast first thing this morning, or holding off until later? Let me know, and I'm thinking if Soumral doesn't check in before my next post I'll go ahead and write her out of the adventure. She hasn't posted since mid-August and two straight months is a long time to go without any word. I'll probably see if we can pick up another arcanist type once that write-out becomes official.

Map/Guide of Tephu

Player Handout - Mask of the Forgotten Pharaoh

Player Handout - Scrolls of Inquiry Excerpt

--------------------------------------------

PC Health / Adventure Notes:

Devin 59/59 [Heroism (+2 morale bonus on attack rolls, saves and skill checks) for 130 minutes; Heightened Awareness (+2 to Perception) for 60 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]

Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes; Shield of Faith (+3 deflection bonus to AC) for 7 minutes]

Soumral 51/51 [Wearing Mask of the Forgotten Pharaoh; Mage Armor (+4 armor bonus to AC) for 6.5 hours; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes; Protection From Evil (+2 deflection bonus to AC and a +2 resistance bonus on saves vs evil creatures) for 7 minutes]

Francis 53/53 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 2 (of 10) damage this day; Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]

Amenhep 58/58 [Tears to Wine (+2 to INT- and WIS-based skill checks) for 60 minutes]


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

Nevitash calls upon Pharasma to bless his armor once more.

I cast Magic Vestments before we leave.


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

No first thing buffs for Devin. A question about writing out Sourmal: Do we need the Mask of the Forgotten Pharoah for any future bits in this AP? If so, we can't have her walking off with it.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Nope, she won't walk off with it.


Francis doesn't have any long duration spells to cast at the moment.


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

The team makes it up to the surface again after some climbing and Elliander is happy to see the light. It had been an unruly rest for him as he had expected more guards troubling them or servants of the depository arriving from having been alerted somehow. Even his sword seemed to have been satisfied enough to keep ‘quiet’ for a while, after he had cleaned it.
None of his allies had wanted to spend any more moments down there and any food they had still left for breakfast, was better eaten when they were up at ground level again. Elliander’s stomach grumbles as he thinks about breakfast.
”Yes, a proper breakfast would be great.” he agrees.
Even if the cultist might be hunting them, gathering some strength and make a proper plan how to continue was needed.


"A good breakfast, and some coffee would be great. Then we can head to the library. Hopefully Soumral can find what we need without giving too much information od concern to the temple."


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.

----------------------------------------------

After consuming a tasty breakfast and fortifying themselves with strong coffee, the party heads to the library and lets Soumral lead the way in finding the necessary books, providing the elf with paper and pen to make the needed calculations and drawing a rough map. Finally, right around the time the sun is clearing its zenith, she nods and smiles. "I have it. Well, within twenty feet or so, in any direction. Close enough that we should be able to find it easily enough - if the corpse wasn't lying to us. Let's go." The adventurers head out, east through the Gate of the Sun and into the New City district, in the general direction of the ruined Tower of Ra's Glory near the docks that jut out through the thick reeds into the River Sphinx. But about halfway there, Soumral leads the party a bit south, through a network of tight streets that are more like alleyways between the wider streets. The elven wizardess raises one arm, pointing toward the back of a building that looks to be a bathhouse and opens her mouth to speak when suddenly she stumbles, pitching backward against the wall to her left and then to the ground. Lying flat on her back, Soumral's right eye stares sightlessly up at the sky while a blue-feathered bolt protrudes from her left eye. There is sudden movement, and a dark-clad figure starts to move from cover behind a crenellation on a rooftop about sixty feet ahead...

Assassin's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Elliander’s Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
Nevitash's Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Devin's Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Amenhep's Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Francis' Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

I actually really hate killing a PC when writing them out, but nothing else made sense to me here. And with an encounter with your favorite assassins imminent, it seemed the likeliest way to do it. It's been a few months with no peep from the player, even with direct messages - and even in the months leading up to their disappearance they didn't seem particularly invested in the adventure. Anyway, as I said, I hate doing it but it made too much sense to me. Anyway, the assassin's body is mostly covered by the low wall on the rooftop, where they had been steadying the crossbow as your group approached and then fired the deadly attack against the unarmored target. But the surprise round is over, and they rolled pretty badly for initiative, so everyone can act with the exception of Francis before the assassin can do so.

Combat Map

Map/Guide of Tephu

Player Handout - Mask of the Forgotten Pharaoh

Player Handout - Scrolls of Inquiry Excerpt

--------------------------------------------

Initiative Order & PC Health / Combat Notes:

Devin 59/59

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day]

Amenhep 58/58

Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes]

Assassin Unwounded 30' up on rooftop behind a low wall, has cover [+4 to AC]

Francis 53/53


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Nope, she ain't walking off with Mask after that...

"S&!*!" swears a terrified Devin, as he feels death itself step on his shadow, with Sourmal's journey suddenly ending.

He runs forward and hurls a spell at the assassin...

Move 30'
standard - cast Hideous Laughter (will DC 14 = 10 +1 spell level +3 cha) on the assassin


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

Hoping Francis can take care of Soumral, Elliander goes after the assassin. He rushes towards the building with the enemy and draws his sword. As he closes in, the duskblade uses his arcane knowledge to transport himself up on the roof just behind the darkrobed man.

Move x2 (run?) to the building and draw sword.
Quick-cast Dimension Hop (40 feet) as a swift action up on the roof next to the assassin.


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

Nevitash moves forward and calls on Pharasma. A dagger of force appears and flies out to strike at the assassin. He then moves forward to reach the assassin.

Cast Spiritual Weapon and then move forward.

Spiritual Weapon Attack: 1d20 + 8 ⇒ (9) + 8 = 17

Spiritual Weapon Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Francis stands, staring at his dead comrade.... And since our initiative tied, and the assassin's dex is higher than mine, I go last.


LG Male Human Paladin 7 | HP 58 | AC 21 (T 13, F 19) | CMB +10, CMD 23 | F +10, R +8, W +9| Init +2 | Perc +11

With little else to do, Amenhep charges forwards towards the assassin.

Double moving, about all I can do.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.

----------------------------------------------

Devin utters an oath as he sees Soumral struck dead with a bolt, and darts forward to use a spell that he hopes will give the assassin something to think about. Indeed the black clad figure doubles over - but not in pain - rather, in laughter, as he disappears from sight behind the wall! Elliander is also moving, but disappears in a wink and reappears behind the prone assassin on the rooftop. Amenhep jogs forward in his heavy armor and Nevitash casts a spell and moves, but the dagger no longer has a visible target and just sort of hovers above the wall where its target disappeared.

The assassin on the ground in front of Elliander regains control of himself and glares at the duskblade, his eyes flashing with anger as he moves to draw his sword and get to his feet. Oddly though, his body is shimmering, as though he were a mirage of water in the desert. In the next moment though, two more dark-clad figures leap up from behind the next roof over, one of them darting forward to a haybale and firing a bolt at Elliander's back - though his armor saves him as the projectile is deflected harmlessly away. The second figure jumps up onto the low wall to get an angle and fires down at the only one on the ground he can see, taking aim at Devin and firing a bolt that takes the half-orc in the shoulder (11 points of damage) and the bard grits his teeth as a fiery pain blazes into the wound... poison! (Fort save, please!) These assassins are also blurry to those that can see them.

Red Assassin's First Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 vs DC 14 = Failure!

Red Assassin's Second Will Save: 1d20 + 4 ⇒ (11) + 4 = 15 vs DC 14 = Success!

Yellow Assassin's Crossbow Attack: 1d20 + 11 ⇒ (7) + 11 = 18 vs Elliander's AC = Miss!

Green Assassin's Crossbow Attack: 1d20 + 11 ⇒ (10) + 11 = 21 vs Devin's AC = Hit!
Crossbow Damage: 1d10 + 1 ⇒ (10) + 1 = 11 + Poison (Fort Save vs DC 17 or take CON Damage: 1d4 ⇒ 2

Everyone can now post your actions for Round 2 (though Francis is in Round 1.) Nevitash, because you cast your spell AFTER the assassin dropped prone behind the wall (has total cover now), you could not target him. You can, however, target either of the other two assassins now visible. Devin, give me a Fort save, please! Also, note that these walls are only 15' tall, not 30' as I'd originally posted! The low wall on top is about 3' tall or so.

Combat Map

Map/Guide of Tephu

Player Handout - Mask of the Forgotten Pharaoh

Player Handout - Scrolls of Inquiry Excerpt

--------------------------------------------

Round 2 - Initiative Order & PC Health / Combat Notes:

Devin 48/59 [Poisoned for 1 round (Save Pending)]

Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day]

Amenhep 58/58

Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes]

3 Assassins [Red] - Unwounded Prone - Total cover from those on the ground (15' up on rooftop behind a low wall); [Yellow] - Unwounded Has total cover from everyone on the ground, improved cover [+4 to AC] from Elliander (15' up on rooftop behind a low wall); [Green] - Unwounded No cover from Devin and Elliander, total cover from everyone else on the ground (15' up on rooftop standing on low wall)

Francis 53/53


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Fort: 1d20 + 2 + 2 + 2 + 2 ⇒ (10) + 2 + 2 + 2 + 2 = 18 vs DC 17
+2 Bard +2 Con +2 Luck+2 resistance


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

A bit confused. I guess there is some kind of mirage/distortion that give Red enemy concealment enough to get up without triggering an AoO? Still, the Red assassin is described as “Prone”.
If he’s still prone, then it’s an extra -4 penalty to his AC.

Elliander swings The Biter, disgusted with what the assassin did to Soumral. The swaying mirage-like illusion makes his opponent more difficult to see, but suddenly Elliander also notices his opponent is not alone up on the roof.

Combat:

Full Attack
Channeling: Shocking Grasp
The Biter: Attack Roll 1: 1d20 + 13 + 3 ⇒ (18) + 13 + 3 = 34 (metal objects)
Possible miss chance:
Miss chance: 1d100 ⇒ 38 1-? miss
Damage Roll 1: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (Arcane Strike)
Shocking Grasp: 5d6 ⇒ (3, 6, 6, 1, 1) = 17, electricity damage, no DR
Charge is kept until hit is achieved.
The Biter: Attack Roll 2: 1d20 + 8 + 3 ⇒ (17) + 8 + 3 = 28 (metal objects)
Possible miss chance:
Miss chance: 1d100 ⇒ 19 1-? miss
Damage Roll 2: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (Arcane Strike)

Saving Throw: none
Spell Resistance: yes
Caster level check: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 (Spell Penetration)


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Elliander, give me a Concealment Miss roll, please. It's a Blur spell that I was trying to describe without giving it away entirely until someone attacked. From now on, anyone making an attack should also include a concealment miss check (d100, with 01-20 is a miss.) And you're correct, his full round was taken in throwing off Devin's spell, so he is still prone and you'll get a +4 bonus to your attack roll. I was just trying to add some flavor to let you know he's no longer under the influence of the spell and plans to stand up and attack you with his action next round.


Round 1
Being one of the less agile members of the team Francis calls on Pharasma to create a warrior to help Elliander.

Casting Spiritual Ally and sending it up to the rooftop to help Ellainder fight the assassins.

Attack if it can?: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28 And whatever for prone?
Blur Miss? 01-20: 1d100 ⇒ 25
Hit?: 1d8 + 2 ⇒ (7) + 2 = 9

Round 2
I'll post Francis's actions later since he is after everyone. If the combat is still going strong he will probably cast Prayer and the spiritual ally attack again.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Francis, yes, we'll run the combat as though you're first in the initiative going forward and the bad guys are last. It'll be easier all around.


That makes sense. Thanks!


Skills:
Acrobatics +3, Bluff +9, Climb +6, Craft: Traps +6, Disable Device +20, Intimidate +2, Arcana +9, Dungeoneering +9, Nature +9, Planes +9, Religion +9, Perception +18, Sense Motive +14, Survival +14
Attacks:
[dice=+1 Greataxe]d20+11[/dice][dice=+1 Greataxe Damage]d20+8[/dice] [dice=Longspear Attack]d20+11[/dice][dice=Longspear Damage]d8+7[/dice]
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10

Nevitash sends the dagger after another of the assassins and continues to move forward.

Move it to Green as a move action and then move forward.

Spiritual Weapon Attack: 1d20 + 8 ⇒ (13) + 8 = 21

Spiritual Weapon Damage: 1d8 + 2 ⇒ (1) + 2 = 3


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Devin hustles foward, ducking low. He takes a position tight against one of the walls, trying to use it, and the overhanging roof of the bazaar stall in front of him as cover against further crossbow fire...
(Don't know if I can actually get cover, but I am going to try)

As he does so, he mutters another spell ...

30' move
casts Heroism


Male Human | Init: +9 | AC: 21 / FF AC: 19 / Touch AC: 13 | Fort: +9 / Ref: +5 / Will: +9 | Speed: 30' | Perception +9 | Duskblade/7| Favored Attack: "The Biter" (Magical Longsword) +12/+7 melee / 1d8 +4 slashing damage / [19-20] x2 crit

I included the Miss chance rolls in my attacks above. The first attack hit (38), the second missed (19) then.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

@Elliander Oh, so you did! I didn't look, as I thought your question to me indicated you weren't sure what was going on there - and indeed I was playing coy until someone took the first swing. Nice catch!!


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour after midday.

----------------------------------------------

Francis casts a spell, bringing a spiritual ally into the fray. The friendly spirit strikes at the prone assassin with a dagger, and though the man is able to roll away from the blow, still the blade slashes into his shoulder (9 damage). Devin grits his teeth and yanks the bolt from his arm, trying to stop the poison from getting into his blood (OOC - give me another Fort save, CON damage from my roll last round will apply if failed), then moves toward the wall and casts a spell upon himself. Elliander attacks the assassin before him, taking advantage of his foe's prone position on the ground, slashes with his magical blade and slashes once as he channels magical electricity into his foe (26 damage), though the second attack misses as the duskblade's eyes deceive him. Amenhep continues to jog forward in his heavy armor and sends his spiritual weapon at the assassin he can now see and manages to land a glancing scratch on his forearm (3 damage).

Crit Confirm (Spiritual Ally): 1d20 + 9 ⇒ (8) + 9 = 17 = No Crit!

Spiritual Weapon Miss Chance (01-20): 1d100 ⇒ 53 = Hit Confirmed!

The assassin (yellow) behind the hay bale leaps up and runs to assist his companion, drawing a rapier as he moves and closes in on the duskblade from behind as the other (green) keeps the ranged weapon at the ready and darts forward to a point along the low wall where he can take a shot at Francis, the crossbow bolt sliding along his side and drawing blood (4 damage), though fortunately there is no poison to deal with. The one on the ground leaps to his feet - lowering his guard for a heartbeat or two - and stabs at Elliander - who is distracted enough by the one behind him to give the assassin a decent opening to strike at his vitals (19 -1 [18] damage) - and as the assassin yanks the blade free, the duskblade is dismayed to find his wound bleeding badly (Bleeding -5 HP each round).

Green Assassin's Crossbow Attack: 1d20 + 11 ⇒ (8) + 11 = 19 vs Francis' AC = Hit!
Crossbow Damage: 1d10 + 1 ⇒ (3) + 1 = 4

Red Assassin's Rapier Attack: 1d20 + 10 ⇒ (17) + 10 = 27 vs Elliander's AC = Hit!
Rapier + Sneak Attack Damage: 1d6 + 1 ⇒ (2) + 1 = 35d6 ⇒ (5, 2, 6, 2, 1) = 16

Elliander and Francis (Spiritual Ally), you can each give me an AoO against the assassin that stood up from prone, and Devin please give me another Fort save! I am assuming you are all moving your icons on the map, let me know if you are having issues. Climbing the 15' stone wall is a DC 15 Climb check or a DC 10 if you're at the corner of a structure that you can use to assist your climb (like where Devin is currently standing.) Assuming your movement is 30', I need TWO Climb checks, and you'd be on top of the wall with two successes. If your speed is 20', I need TWO Climb checks and you'll be nearly to the top, with ONE more move action Climb check next round, and then you can take a standard action after getting to the top. You could also use the steps, though they're further away, obviously.

Combat Map

Map/Guide of Tephu

Player Handout - Mask of the Forgotten Pharaoh

Player Handout - Scrolls of Inquiry Excerpt

--------------------------------------------

Round 3 - Initiative Order & PC Health / Combat Notes:

Devin 48/59 [Poisoned for 5 rounds (1 Successful Save; 2nd Save Pending); Heroism (+2 morale bonus on attack rolls, saves, and skill checks) for 70 minutes]

Elliander 45/63 [Armor Crystal - DR 1, has absorbed 1 (of 10) damage this day; Bleeding (-5 HP at start of turn each round - bypasses DR)]

Amenhep 58/58

Nevitash 71/71 [Magic Vestments (+1 enhancement bonus to armor) for 80 minutes]

3 Assassins [Red] - Wounded (-35 damage) Cover from those on the ground (15' up on rooftop behind a low wall); [Yellow] - Unwounded Cover from those on the ground (15' up on rooftop behind a low wall); [Green] - Wounded (-3 damage) Cover from those on the ground (15' up on rooftop behind a low wall)

Francis 49/53


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Fort: 1d20 + 2 + 2 + 2 + 2 + 2 ⇒ (10) + 2 + 2 + 2 + 2 + 2 = 20 DC 17
+2 Bard +2 Con +2 Luck+2 resistance +2 Morale

@Party, we need to get Eliander out of that flanked position if at all possible; otherwise he is going to be very unhappy...


M Half-orc Bard (Court Fool) 7 | HP: 59/59||AC 18, Touch 13, FF 15 | Init: +7 | F: +8, R: +12, W: +9| CMB: +5, CMD: 18| Speed 30ft| Perc: +15, SM: + 13 | 120ft Darkvision| Active conditions: none

Devin glances up and has him an idea (maybe not a bright one, I’ll have to roll well to pull this off, but a) high risk, high return and b) style points...). He steps forward, holding his longspear in his left hand, and pulling a whip from his belt with his right. Then he lashes out trying to pull one assassin off the roof!

Ok, so they're 15' up, and a whip has 15' reach; combine that with being 5'9" and having arms, I think I can reach yellow...
5' step
Move action - draw whip
standard Action - attack with whip, attempting a trip to pull yellow off the roof...

Trip w/whip: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
+5 bab + 2 morale (heroism)

Blur Miss chance: 1d100 ⇒ 16 >20 is good


Francis Spiritual Ally AoO

Attack: 1d20 + 5 + 4 + 2 ⇒ (18) + 5 + 4 + 2 = 29
Blur Miss? 01-20: 1d100 ⇒ 45
Hit?: 1d8 + 2 ⇒ (4) + 2 = 6

Francis thinks for a moment, then pulls out his scroll case and picks a scroll. It probably won't work, but if it does....

Assuming he can't cast it this round though. If both are still up he uses the scroll of hold person.

751 to 800 of 876 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shifting Sands All Messageboards

Want to post a reply? Sign in.