| The_Mummy_GM |
Moving on... The next day, you pick up the details of your next exploration site from the priests at the Grand Mausoleum. The second site is a walled, two-story mansion with surrounding grounds, which the Pharasmins believe belonged to some minor nobility of the city. You are given a sketched map detailing the site’s location in the necropolis. Bosco is nowhere to be found, but your paladin friend from the bar is ready to accompany you. Let me know when you're ready to proceed.
| Ananet Bast |
On the groups way to the site, Ananet decides to interject. "So, some nobility's mansion, huh? What do you reckon we'll find in there? Shame Bosco didn't make it back, he managed to claw up a sarcophagus, you're brother's mighty strong, Idari!" She chuckles a bit to herself as she says that.
Ready to move on here, DM.
| Sahba al-Xemestra |
Preparing her spells after awakening, Sahba joins her companions, heading to the Grand Mausoleum to accept the next day's assignment. "So the first challenge may be getting over the wall." she says looking at the sketched map.
| Idari "Lucky Strikes" Lucien |
Stretching out at the warm ferl of the Sunrise, the Catfolk yawns. Eyeing the sun's position, the Wizard frowns.
Gonna need to use that Wizard's arrive exactly when they mean to b!%+%*!~ today.
Readying for another fruitful day of exploration, the Wizard studies his spellbook, dons his explorer's clothes, grabs a delicious treat and races to the Grand Mausoleum!
Arriving when he meant to....
The Wizard races up the stairs, rushes by and between joustling bystanders and comes up to peer over the group's shoulders.
Mansion duty? Sweet! I need a new catcave.
| Falric Dawnstriker |
"Oooh, a mansion. There may be some nice treasures there. And less undead than the crypt, one would hope." When the party is ready, Falric will lead the party through the necropolis to the mansion.
Nasir ibn Al'Said
|
Nasir rises before dawn and after his morning ablutions gets dressed and mounts his horse to ride out of the city. Once a fair distance from the city he rides to the top of a dune and dismounts Sirocco to face the east and the rising sun.
Once his morning prayers are finished he thanks Sarenrae for her gifts of light and warmth and asks for her blessing on the days events before him before heading back into the city to meet his new companions.
Before the Grand Mausoleum he greets everyone as they wait for the day's assignments. Drawing the noble's mansion he startled a little by Falric's words "Hopefully there will be some. Those poor souls deserve to be released into whatever afterlife is waiting for them."
| Ananet Bast |
Ananet raises an eyebrow as she hears how the Paladin wants to encounter undead, but shrugs it off. "To the mansion we go, then, eh?"
| The_Mummy_GM |
Ananet, the map given to you is remarked in-game but it is not a handout. It is assumed the party makes it to the esate.
The party travels through the dangerous Necropolis again and you eventually reach your destination: the gates to the outer wall of the estate.
Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.
To anyone who speaks Ancient Osiriani, the glyphs read "House of Pentheru".
The statues depict two men with a regal bearing and dressed in loose, short robes and traditional Osirian head cloths. Falric and Ananet notice small hieroglyphs on the statues’ bases that identify the figures as Pentheru the Elder and Pentheru the Younger.
The bronze gates are decrepit and appear to have been broken open long ago. You can easily walk into the courtyard if you desire.
What's the new marching order?
| Sahba al-Xemestra |
"Well, this is definitely the place." Sahba says, reading the hieroglyphs. "Falric, care to take the lead in case of more traps?"
Nasir ibn Al'Said
|
"Falric, If you check to make sure there's no traps on the gate, I'll take the lead." Assuming he's given the green light, Nasir will draw his scimitar and enter the courtyard.
| Idari "Lucky Strikes" Lucien |
Entering the Necropolis, Idari-lucien begins speed reading through a few scrolls.
casts Endure Elements, Waterproof, Mage Armor on himself.
Every 20 minutes, the Wizard casts Message on both Falric and Nasir.
Now you two can whisper sweet nothings into my ear from 130' away.
The Catfolk grins.
Peering intently at the gates, mansion, walls, the Wizard remarks absently.
A two-story stone house is visible beyond the walls, adjoining the rear wall of the property.
The Amurrun absently scratches his ear.
I am no architect, but it would seem to me that rich people enjoy secrets. Probably a secret door at that rear wall leading straight into the mansion. Just my thoughts...
The Wizard winks.
He does hold his new(ish) Wand of Magic Missile in hand.
| Ananet Bast |
"House of Pentheru, here we are!" Ananet says, her ability to read Ancient Osiriani honed from reading any sort of texts on the Gods of Ancient Osirion she worshipped to varying extents.
Her ears and head noticeably jerk towards Idari the moment the word secret is said, responding to Idari: "Yeah, but y'all do realize," she takes a moment to gesture with her "clawed" hand with bears the tekko-kagi towards the gate, "the gate's open, right?"
She pauses for a minute, before responding on the marching order "I'll stay somewhere near the middle. And for the record," she pauses "those statues are of Pentheru the Elder and Younger."
Middle of the marching order here. Shall we go into the courtyard?
| Sahba al-Xemestra |
"Well on a positive note, the open gates mean that if the grounds were teeming with undead, they'd have already spilled out to cause mayhem most likely." Sahba quips, nevertheless drawing her khopesh and feeling the almost-alive thrum of it in her hand.
| Falric Dawnstriker |
Falric checks the broken gate for traps and then moves into the courtyard behind the new holy warrior, scimitar in hand.
| The_Mummy_GM |
There are no traps on the gate, and you move as a party into the outer courtyard.
Nasir: 1d20 + 1 ⇒ (8) + 1 = 9
Falric: 1d20 + 7 ⇒ (20) + 7 = 27
Ananet: 1d20 + 9 ⇒ (16) + 9 = 25
Sahba: 1d20 + 3 ⇒ (1) + 3 = 4
Idari: 1d20 - 1 ⇒ (14) - 1 = 13
Initiative:
Ananet: 1d20 + 6 ⇒ (8) + 6 = 14
Falric: 1d20 + 4 ⇒ (14) + 4 = 18
Idari:1d20 + 6 ⇒ (19) + 6 = 25
Nasir: 1d20 + 1 ⇒ (19) + 1 = 20
Sahba: 1d20 + 2 ⇒ (9) + 2 = 11
Ananet and Falric's keen senses pick up the faint sounds of an angry mob in the distance, rapidly approaching! However, as you look around, you see the area is empty of people. Due to both of your knowledge of religion, since you're both trained in the skill, you are aware of supernatural phenomena called haunts, which are manifestations of spirits created by anguish, despair, and pain, too weak to form into true undead but strong enough to form trap-like hazards.
In game terms: On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt’s hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits). If the haunt is reduced to 0 hit points by positive energy, it is neutralized.
Suprise Round:
Only Ananet and Falric can act with standard actions only before the haunt. You both sense the haunt's negative energy is emanating from the broken gate, which is within 5' of both of you. Does Ananet want to channel energy to try and neutralize the haunt or something similar? If so, roll the channel energy damage or roll to hit with a cure spell. What does Falric do?
| Falric Dawnstriker |
Sensing the negative energy fast approaching, Falric acts quickly and casts Cure Light Wounds and touches the gate.
Touch attack vs. AC 10: 1d20 + 5 ⇒ (6) + 5 = 11
Positive Damage: 1d8 + 1 ⇒ (3) + 1 = 4
| The_Mummy_GM |
Falric's cure spell neutralizes the haunt for a day. Falric knows if the gate is sprinkled with holy water and fixed, say by a Make Whole spell or Disable Device check, the haunt will disappear forever. Does anyone have holy water?
Ananet K. Religion: 1d20 + 7 ⇒ (5) + 7 = 12
Falric K. Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Moving on...
Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns.
So which way? North into the house or east or west to investigate the outside of the house?
| Idari "Lucky Strikes" Lucien |
Watching the inky black retreat from the warm holy light produced by Falric. The Wizard recalls soe knowledge of haunts.
knowledge (Religion): 1d20 + 7 ⇒ (1) + 7 = 8
The Wizard shrugs.
Probably quite possibly permanently a problem perhaps policed.
Entering behind the others, Idari-lucien directs his Lit Unseen Servant to approach each Arch and then up the steps to the ornate doors, leading into the mansion proper.
The Wizard smiles awaiting Falric and Nasir to get ambushed by whatever monster awaited them....
| Ananet Bast |
"Should we head east and continue around the house, then?" Ananet says. She nods towards Falric, grateful that this group has three sources of healing available to it at the same time. Less chance that whatever happened to Tethys will happen to us, she thinks to herself.
Nasir ibn Al'Said
|
"East it is then" Nasir replies to Ananet's suggestion "We should clear the grounds first, so nothing can come at us from behind when we're exploring the house."
| Sahba al-Xemestra |
"Agreed." Sahba says, turning to head east.
| The_Mummy_GM |
You head through the eastern arch.
A spacious yard fills the compound east of the house. To the east, several small stone outbuildings have been built right into the compound’s outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. To the west, two sets of steps, both flanked by columns, lead up to doors into the main house. To the northwest, an open doorway leads into an extension of the house, next to a small structure with a domed roof.
Where to? Map is in the Slides.
Nasir ibn Al'Said
|
Nasir will approach the southern outbuilding along the eastern wall and peer inside.
| Ananet Bast |
Ananet follows behind Nasir as he approaches the southern outbuilding.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
| Sahba al-Xemestra |
Moving to follow the others, weapon drawn Sabha keeps a spell ready on the tip of her tongue.
| Idari "Lucky Strikes" Lucien |
Idari send his Lit Unseen Servant ahead of the group for full discloser of ambushes, trip wires, banana peels, and unruly bands of mice playing with marbles.
He follows behind the others.
| Falric Dawnstriker |
Apologies for my absence.
Falric will follow behind Nasir, looking out for dangers.
| The_Mummy_GM |
As Nasir nears the entrance of the eastern building, he hears a low growl, as a black-furred, two-headed dog, as large as a horse with midnight-black eyes, meets him at the entrance! Tiny worms crawl on its mangy hide.
Initiative:
Ananet: 1d20 + 6 ⇒ (7) + 6 = 13
Dog: 1d20 + 2 ⇒ (3) + 2 = 5
Falric: 1d20 + 4 ⇒ (16) + 4 = 20
Idari: 1d20 + 6 ⇒ (9) + 6 = 15
Nasir: 1d20 + 1 ⇒ (15) + 1 = 16
Sahba: 1d20 + 2 ⇒ (14) + 2 = 16
Order: Party, then monster.
Map updated, party is up.
Nasir ibn Al'Said
|
Nasir is taken aback as the two headed dog lunges at him from the darkness. He rallies quickly and slices at the creature between it's two heads.
Attack roll: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8 (9 points if it's undead)
| Ananet Bast |
"I forgot to unload my gun again, didn't I?! Watch out Nasir!"
After the realization, and (non-literally, not enough time) praying that it doesn't misfire, she takes aim and fires at the two headed dog.
Mwk Pistol, v. Touch: 1d20 + 4 ⇒ (2) + 4 = 6
Seeing the bullet fly wildly off course, she curses her bad habits under her breath in the usual mix of Ancient Osiriani and Amurrun. After the spat of code-switchy swearing, she loads her pistol with an Alchemical Cartridge, hoping the next shot actually hits.
| Falric Dawnstriker |
When the 2-headed dog makes an appearance, "Whoa, that does not look like a happy pup!" Falric draws his scimitar moving next to Nasir and strikes at the monster, but misses poorly.
Attack: 1d20 + 6 ⇒ (2) + 6 = 8
| Sahba al-Xemestra |
Preparing to engage the creature, Sabha quickly utters an arcane incantation, a shimmering shield of force appearing in front of her as she moves into position, golden glyphs flaring to life along her sword as she channels some of her magical power into it.
Standard action: Cast Shield. Move action: Advance to side of doorframe. Swift Action: Spend 1 arcane pt. (+1 weapon for 2 mins)
| Idari "Lucky Strikes" Lucien |
Idari-lucien's blue eyes follow the path of the rather large two-headed dog.
The Wizard beg8ns making suggestions
A number of times per day equal to 3 + your Intelligence modifier, you can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on her next attack roll, saving throw, or skill check.
Pointing his Wand at it.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Knowledge?: 1d20 + 4 ⇒ (20) + 4 = 24
Knowledge (arcana) (Int)+7(1), Knowledge (dungeon) (Int)+7(1), knowledge (Engineering)+7(1bg), knowledge (Geography)+7(1bg), knowledge (history)+9(1), Knowledge(local) (Int)+10(1), Knowledge (nature) (Int)+7(1), knowledge (Nobility), Knowledge (planes) (Int)+7(1), knowledge (Religion)+7(1)
| The_Mummy_GM |
Idari recognizes the creature as a death dog, a magical disease-ridden beast whose bite infects its victims.
Round 1: Death Dog!
The creature's 2 heads reels at Nasir's blow and Idari's magic missile. It attempts to bite the paladin with each of its heads, but the holy warrior easily deflects the blows!
Bite: 1d20 + 4 ⇒ (5) + 4 = 9...miss!
Bite: 1d20 + 4 ⇒ (5) + 4 = 9...miss!
Damage to Death Dog so far: 13
Party is up!
| Sahba al-Xemestra |
As the beast snaps at Nasir, Sahba deftly slashes at it, seeking to add to the damage to take it down.
Black bladed Kopesh (Enhanced: +1 Magic): 1d20 + 4 ⇒ (15) + 4 = 19
Magic/Slashing: 1d8 + 3 ⇒ (2) + 3 = 5
| Ananet Bast |
Ananet, after quickly loading her pistol, attempts to fire at the creature.
Mwk Pistol: 1d20 + 4 ⇒ (1) + 4 = 5 Isn't that twice after he's done Luck? Ouch
For the second time so far, Idari's predictions have fallen flat on their face in regards to pistol misfires. She shoots a side eye at the fellow Amurrun, wordlessly conveying the emotions she wants to screech out loud. With a surge of grit and adrenaline, she clears her gun as quick as she possibly can. Quick Reload, spend a grit point to make it a move action.
| Sahba al-Xemestra |
Yup. His luck is generally more of a curse than anything else.
Forgot to add the +4 to my attack so it's 23
Nasir ibn Al'Said
|
Nasir flinches at the retort of Ananet's pistol. He had heard of these black powder guns, of course, but this was the first time he had ever heard one fire. He recovers well and focusing on the beast in front of him, he tries to bring it down quickly.
Attack roll: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
| Falric Dawnstriker |
Falric takes another swipe at the beast. After the attack, he takes a 5' step back to allow Sahba to move in and attack.
Attack: 1d20 + 6 + 5 ⇒ (11) + 6 + 5 = 22
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
| The_Mummy_GM |
Sahba would normally not be able to attack since Nasir and Falric are blocking the entrance. However, when Falric steps back after landing his blow, Sahba can step in and finish off the beast. Combat over. Inside the building you see a recently dug up hole containing 7 gp, 3 sp, and 12 cp, and a turquoise earring worth 15 gp.
Where to?
| Sahba al-Xemestra |
Sidestepping the hound's carcass, Sabha moves to the recently dug hole, looking around the area before gathering up the found loot.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
| Ananet Bast |
Noticing Nasir wince, Ananet speaks up as she helps to search the dug hole with Sahba. "Normally I'm a better shot than whatever that was, Nasir. Sorry I didn't warn you how loud firearms can be... you get used to the sound of 'em growin' up in Smokeside." Ananet takes a moment to breathe, as the memories of her childhood in the poor, magic-dead quarter of the City of Smog are a tad mixed.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
She preloads a normal bullet, and a dose of powder, into her gun, seemingly not learning her lesson.
Nasir ibn Al'Said
|
Nasir will move up to the well and peer in.
Perception check: 1d20 + 1 ⇒ (14) + 1 = 15
| Idari "Lucky Strikes" Lucien |
Idari-lucien's blue eyes shine with amusement.
My dear, Ananet, I thought you knew how to properly work that contraption.
The Wizard sends his Lit Unseen Servant ahead for the Vanguard.
| Ananet Bast |
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"Look, you try splittin' your time between prayin' and studyin' formulae! See how well you sleep!"
Ananet eyes her Dexterity mutagen, before ultimately deciding to hold off until the first sign of danger to imbibe it. She continues to look in the well for anything worthwhile.
"And not to mention both misfires have been after your predictions!"
Still find it funny that misfires have been after luck predictions, hilarious coincidence
Seeing Idari cast light, she decides to tap her holy symbol and does the same, mouthing a quick prayer to Bastet as the holy symbol glows like a torch.
| The_Mummy_GM |
You investigate the building and find the gold I previously described. There is nothing else to find. As you come out of the room, however, the scuttling of sound draws your attention to the north as 3 human skeletons dressed in tattered clothing come out of the building to the east and look in your direction with malevolence in their eye sockets. It seems that they aim to claw you to death since they carry no weapons.
Initiative:
Ananet: 1d20 + 6 ⇒ (18) + 6 = 24
Falric: 1d20 + 4 ⇒ (10) + 4 = 14
Idari: 1d20 + 6 ⇒ (5) + 6 = 11
Nasir: 1d20 + 1 ⇒ (4) + 1 = 5
Sahba: 1d20 + 2 ⇒ (12) + 2 = 14
Skeletons: 1d20 + 6 ⇒ (13) + 6 = 19
Order: Ananet, Skeletons, and Party.
The skeletons are color coded: orange, yellow, and green to distinguish them.
| Ananet Bast |
Ananet, having already loaded her pistol with a proper bullet, dumps a vial of alchemical ordnance into her pistol before firing at the yellow skeleton, squinting her eyes as she aims.
Pistol, Range Increment, v. AC @Yellow Skeleton: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Damage: 1d8 + 1d6 ⇒ (2) + (5) = 7
She gives a sly smirk, as if to say, this is how I normally aim, when the shot lands.
17 hits IIRC? Might be misremembering Skeleton AC
"Thought y'all said the undead here would've escaped by now?"
Afterwards, she quickly loads an alchemical cartridge into her pistol, preparing to fire at the other skeletons.
| The_Mummy_GM |
From your current position, the skeleton has cover due to the crates. I moved your character behind Falric.
Ananet's bullet hits the skeleton and it blows apart, leaving two.
Round 1: Skeletons
Green skeleton moves up and attempts to claw Ananet.
1d1d20 + 2 ⇒ (16) + 2 = 18..hit
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Orange skeleton attacks Nasir.
1d1d20 + 2 ⇒ (13) + 2 = 15..hit vs. FF AC
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Rest of party is up!