GM JaceDK's Mummy's Mask: The Half-Dead City

Game Master Jacob Trier

Campaign overview, key locations and NPCs |Image gallery | Loot Sheet

Player info
Date: Wealsday the 30th of Rova, 4714 AR
Time: 09:30 am
Location: The House of Pentheru, the Necropolis, Wati,
Current Weather: Cloudy, 24° C
Map: Battlemap |
Quests: Explore the House of Pentheru

Group rolls:

Perception:

[dice=Indus Perception]1d20+5[/dice]
[dice=Diorio Perception]1d20+4[/dice]
[dice=Sobekhotep Perception]1d20+10[/dice]
[dice=Seben-en-Ra Perception]1d20+7[/dice]
[dice=Lueck Perception]1d20+3[/dice]
[dice=Neith Perception]1d20+9[/dice]
[dice=Sacred Ibis Perception]1d20+5[/dice]

Initiative:

[dice=Indus Initiative]1d20+3[/dice]
[dice=Diorio Initiative]1d20+4[/dice]
[dice=Sobekhotep Initiative]1d20+0[/dice]
[dice=Seben-en-Ra Initiative]1d20+2[/dice]
[dice=Lueck Initiative]1d20+2[/dice]

Stealth:

[dice=Indus Stealth]1d20+7[/dice]
[dice=Diorio Stealth]1d20+4[/dice]
[dice=Sobekhotep Stealth]1d20+0[/dice]
[dice=Seben-en-Ra Stealth]1d20+6[/dice]
[dice=Lueck Stealth]1d20+4[/dice]
[dice=Neith Stealth]1d20+10[/dice]
[dice=Sacred Ibis Stealth]1d20+8[/dice]


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Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

Feeling the healing wash over him, Indus sends Lueck a smile and nods in appreciation.


Male Blackwisp Egret 3 HD

The Sacred Ibis flies over Indus and lands slightly further down the corridor. From there, it sticks its long neck around the corner and tries to grab one of the beetles legs, seeking to flip the creature over on to its back.

Move action, fly 20 feet west. He lands, no flyby attack.

Standard action, Aid Another attempt vs AC 10 with Animal Focus (tiger): 1d20 + 2 + 3 + 1 + 2 ⇒ (10) + 2 + 3 + 1 + 2 = 18

If I follow, the red beetle has partial cover from the Sacred Ibis and vice versa.

If successful, we'll give a +2 AC buff to Indus, please. Oh wait, that's +2 AC to the beetle's next target.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Diorio is up. There is just enough room to move next to Indus and attack the remaining beetle, if he wants to.


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

Feeling unsatisfied with the clumsy execution of his last attack and thoroughly impressed with Seben's shish kabob of one beetle, Diorio attempts a similar result with his rapier on the last insect menace.

Rapier kabob: 1d20 + 8 ⇒ (6) + 8 = 14
not sure if I have any Guidances or Aids on this attack

damage: 1d6 + 4 ⇒ (4) + 4 = 8


Mummy's Mask Campaign slides | Storyteller extraordinaire

Diorio gains the benefit of Aid Another from the Ibis, but unfortunately the partial cover offsets that benefit, so he misses.

Diorio makes his way down the stairs and attempts to stab the beetle, but the tight figthing conditions hampers his form.

Beetle Mania - Round 3
Initiative
>Sobekhotep, Seben-en-Ra
- Mining beetles
- Indus, Diorio, Lueck, Ibis

Member in bold are up


Female Human Hunter 2

Jace, in case it matters, the Sacred Ibis' Aid Another buff from its last post was for +2 to the defender's AC, not for Diorio's attack. My bad, I mixed things up on you from the usual pattern.

Seben wants to drop her spear, pick up her bow and load an arrow. If she has line of sight to the beetle she intends to fire at it as well, but I think you will tell me she cannot see it from her present position.

Perhaps there is a way to lure that beastie out into the open.
.
.
.
Yeah, you read that right, Akhentepi! That's Seben's spear now.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep gently pats Diorio on the shoulder.

"May the Old Gods be with you."

Guidance.


Mummy's Mask Campaign slides | Storyteller extraordinaire

I had indeed missed that the Aid Another was for AC, not to hit. Thanks for the heads up, Seben.

The fiesty beetle continues its fearless defense of brood and warrens.

Beetle (Red) bite vs Indus: 1d20 + 3 ⇒ (15) + 3 = 18
Bite damage: 1d4 + 2 ⇒ (2) + 2 = 4

Beetle Mania - Round 2
Initiative
- Sobekhotep, Seben-en-Ra
- Mining beetles
> Indus, Diorio, Lueck, Ibis

Member in bold are up


Male Blackwisp Egret 3 HD

Slipping its long neck around the corner once again, the Sacred Ibis tries to mess with the giant insect's ommatidium.

Standard action, Aid Another attempt vs AC 10 with Animal Focus (tiger): 1d20 + 2 + 3 + 1 + 2 ⇒ (18) + 2 + 3 + 1 + 2 = 26

Let's go for +2 to hit buff vs the red beetle for the next attacker.

The google map is doing something funky and not fully loading on my end so I can't see the tunnel terrain to be sure this would work. But my intention is for the Sacred Ibis to, after his attack, use his move action to take a five-foot step west, so that he cannot be attacked from the red beetle. If there's nowhere to the west to move to, the Sacred Ibis will stay put.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The map had gotten resized somehow. I've fixed that. The tunnel ends west of the Ibis, so there is nowhere to move. Sobekhotep had also gotten himself positioned in the middel of solid ground. He can't reach Diorio from his current position, but can give his guidance to Lueck or Seben.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Alright. Just put me on indefinite delay for the moment.


Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

Indus winces in pain as the beetle's mandibles find his flesh again, but he presses the attack assisted by the distraction provided by the ibis.

Longsword attack with luck, arcane strike and aid: 1d20 + 4 + 2 + 2 ⇒ (20) + 4 + 2 + 2 = 28
Longsword damage with luck, arcane strike and aid: 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10

Longsword confirmation with luck, arcane strike and aid: 1d20 + 4 + 2 + 2 ⇒ (20) + 4 + 2 + 2 = 28
Longsword damage with luck, arcane strike and aid: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Finding his target, he sends a friendly thought to the collective gods of luck and good fortune.


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

"Wow, Indus! You really did not like that bug. I hope it is still roastable...You know, never mind. After seeing its innards all over the place I have lost my appetite."


Mummy's Mask Campaign slides | Storyteller extraordinaire

The badly bleeding Indus musters all the swordsmanship skills he possesses and prays for Bes' favor.

The result is a strike so perfect that it neatly slices the beetle in two identical parts.

After a few tense moments, it becomes appearant that no more beetles are lurking in the immediate vicinity.

Combat over - we are out of initiative.

Taking a closer look at the end of the stairs, Indus can see that a larger chamber beyond is almost completly filled with dirt and sand. He can barely make out the corner of a sarcophagus in the center of the room, as well as a small partially buried darkwood chest that has likely been pushed towards the stairs by collapsing earth.

Knowledge (engineering) DC 10:

The digging of the mining beetles has severly undermined the integrity of this chamber and caused several cave-ins. The small chest can be safely removed with extreme care, but further digging or attempts to clear the sarcophagus without special mining equipment and expertise could trigger a catastrophic collapse throughout the entire tomb.

Detect magic:

The source of the magic aura is inside the darkwood chest


Female Human Hunter 2

Seben examines the gash on her leg.

Damage Report! How many injuries do we have? I wonder if this is a situation in which a party huddle followed by a channel positive energy would be the most efficient option? Group hug, anyone?


Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

"Yeah, it hurt when it bit me ... repeatedly. And while we technically did intrude on its territory, that's just not nice."

Indus finds a piece of cloth and wipes the bug spatter off his sword ... and his hands ... and his forehead.

Then he examines the buried room.

Knowledge (Engineering): 1d20 + 7 ⇒ (15) + 7 = 22

"This chamber looks extremely unstable. We should probably stay out of it unless we want to share this tomb with Akhentepi. But hold on, I think I can get this out safely..."

Indus reaches in and carefully retrieves the wooden chest.


Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)
Seben-en-Ra wrote:

Seben examines the gash on her leg.

Damage Report! How many injuries do we have? I wonder if this is a situation in which a party huddle followed by a channel positive energy would be the most efficient option? Group hug, anyone?

Definitely a good idea. I'm down 10 hp (of 14). Besides, I love hugs...

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

If you are the only one who needs a lot of healing, I have an Infernal Healing with your name on it, for exactly 10 hp!


Mummy's Mask Campaign slides | Storyteller extraordinaire

I have Indus and Seben injured in this fight, with Seben down by 4 hp and Indus by 10.

Gingerly, Indus kneels and begins to shovel sand and dirt away from the darkwood chest. Keenly aware of the danger of being buried alive in case of a collapse, he takes his time. Slowly, he inches the chest loose and pulls it free.

Backing up the stairs, he sets the prize down and brushes away the remaining layer of dirt to reveal intricate snake carvings matching the holy symbol of Niut-Shaes found on the wall murals.

Dilligent examination confirms that the chest is neither locked nor trapped. Opening the lid reveals the following content:

- A compact book bound in what appears to be snakeskin.
- A gold and silver holy symbol of Niut-Shaes, with tiny garnets for eyes of the serpents. Value 75 gp
- An exquisite whip crafted from supple leather. Its handle is meticulously shaped to mirror a horned viper and it radiates magic.

Examining the book - Linguistics DC 12:

Written in ancient Osiriani, this book contains detailed descriptions of the duties and rituals of the clergy of Niut-Shaes. There are numerous colorful illustraions and given the obscurity of this particular deity, it represents a unique source of historical and religious knowledge that could easily fetch 500 gp if sold to a scholar.

The book also describes the use and powers of a lash of Niut-Shaes. You may read the spoiler below.

Identifying the whip - Spellcraft DC 17:

Lash of Niut-Shaes

This exquisite +1 whip is crafted from supple leather. Its handle is meticulously shaped to mirror a horned viper, symbolizing Niut-Shaes, the serpent form of the goddess Mut.

Serpent Sanctuary: Once per day, as a standard action, the wielder can spin the whip in a mesmerizing spiral. This creates a warding effect within the whip's reach, compelling snakes and snake swarms to make a DC 11 Will save. Those failing are repelled, unable to enter the zone, and any within the area must retreat. The effect lasts for 3 rounds and ceases if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect.

Venom Ward: Once per day, upon command, the whip can grant the wielder a +2 sacred bonus on saving throws against poison effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect to reroll a failed save vs a poison effect. The saving throw bonus does not apply to this reroll and the wielder must use the new result, even if it is worse.

In the hands of a devoted servant of Niut-shaes, the Lash of Niut-Shaes is not just a weapon but a symbol of divine power and serpent's cunning.


Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

Indus carefully examines the beautiful whip, intoning an arcane word to reveal if it is magical.

Cast Detect Magic

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13

He gives it a test and is visibly impressed by the balance and the way it feels in his hand.


When the dust settles, Lueck approaches Indus. He uses his wand to mend his wounds. 1d8 + 1 ⇒ (4) + 1 = 5, 1d8 + 1 ⇒ (5) + 1 = 6. He then goes to Seben. 1d8 + 1 ⇒ (3) + 1 = 4.

"Bravely done, lads." But his expression is forlorn as he looks at the fallen beetles. Alas, still no true blood to quench Sekhmet's thirst.

3 charges used, 19 charges remaining.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Sobekhotep already indicated that he was healing Indus with infernal healing, and the first roll is enough to get Seben back, so you can save 2 charges, Lueck. As for the lack of bleeding enemies, you know who to blame for that...

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Calling upon the Guidance of Ptah, Sobekhotep attempts to ID the whip.

Spellcraft: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17.

He then smiles reverently.

"That is a Lash of Niut-Shaes. Quite an interesting weapon, especially for a devotee."

Feel free to read the spoiler.


Female Human Hunter 2

Seben thanks the Luek for his healing magic.

OK, that takes care of it - I owe you a CLW then!

When the moment presents itself, Seben examines the book, treating its spine with care.

I think Seben is an auto-reader with Ancient Osiriani, but in case not, here is a Linguistics check:

1d20 + 2 ⇒ (12) + 2 = 14

She shares the spoiler information with the Bask.

"I think Jabari back at the Toth and Hookah will be interested in this!" She gingerly turns the pages under the light of her bow. "But since it is more general in nature, I don't think it will tell us anything specific about the tomb itself."


Mummy's Mask Campaign slides | Storyteller extraordinaire

With the mining beetles defeated, injuries tended to and more ancient treasure recovered, the Smokin' Bask Brigade retreats from the partially collapsed tomb of Didibastet, priestess of Niut-Shaes and mistress of Ahkentepi.

Returning to the hallway with the tapestry of Pharasma's spire in the Boneyard, they turn their attention to the northern door, which bears Ahkentepi's name.

Have they come at last to the final resting place of the once proud and respected general?

The northern doors are also locked, but untrapped. Standard Take 20 Disable from Indus can get them open without difficulty.


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

Speaking with a little trepidation and awe in his voice, Diorio takes some liquid courage from his hip flask.
"So, this is supposedly the place we are looking for. Once Indus unlucks this door, maybe I should go in first?


Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

"Be my guest, good swordsman," Indus says while focusing on the lock in front of him.


Female Human Hunter 2

"I can't believe how huge this place has been. I was expecting, perhaps, two rooms--at the most!"

A round of guidance right before Diorio goes in. Bow out, arrow loaded. Bird doing bird things.


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

Diorio will hold a lit torch in his off hand, rapier ready when the door is opened.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Pushing the double stone doors open, Diorio discovers a short 10 x 10 ft descending stairway blocked by another set of doors.

After Indus and Sobek declare them untrapped and unlocked, the swashbuckler opens them to reveal another short 10 x 10 ft section of stairs ending in yet another set of doors.

Repeating the process, he opens the final pair and discovers a large octagonal room, by far the largest in the tomb so far.

Torch raised, Diorio carefully steps through the doors, illuminating the entire chamber.

The center of this room is a raised square platform a few inches above the floor, with a stone pillar at each corner. A gold-trimmed sarcophagus sits in the center of the platform, flanked by two statues of humanoid beings with canine heads, each of which holds an ankh in one of its crossed arms.

Besides the southern double doors through which Diorio entered, stone double doors exit the room to the north. Like in the other rooms, torch holders are mounted on the walls.

Map updated. For this particular room, I would like everyone to specify exactly what they do and how they move. I'll let everyone act before resolving individual actions.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep frowns.

"This area looks too grand *not* to be trapped. That said, it is also a bit odd for the burial chamber to *not* be the deepest room... especially with double doors leaving it..."

I would do a clockwise sweep of the room, checking the walls, and when that is completed, move from the double doors on the opposite side into the room towards the dais, carefully checking the floor along that path for traps, before ultimately checking the dais, and finally the sarcophagus. Stopping, of course, if I actually *find* any traps, so that Indy can work his 'magic'.


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

Diorio will stand just in front of the raised square, essentially guarding our exit door.


Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

"My thoughts exactly, Sobek. Let's be extra careful."

Indus assists with the search for traps and other oddities, being especially watchful of the statues and keeping a safe distance to them for now.


Female Human Hunter 2

Seben is so nervous she feels the beat of her dead heart.

Seben takes up a position in the doorway with her bow shaft in one hand and her wand of gravity bow in the other. If anything jumps out of the sarcophagus, or the statues animate, she'll (if possible) use a readied action to activate her wand on herself.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Seben, do you step into the room next to Diorio or remain in the stairwell?


Female Human Hunter 2

Well I don't want to now!

But I feel like that might be a bit too meta-gamey--even for me. I've moved her icon and the Sacred Ibis' on the map to where she can get a decent vantage point from inside the chamber.

. . . assuming she gets that far.


Lueck will remain where he is in the doorway. He'll continue to renew guidance on Indus while he is within tongue range. If Indus steps out of range, he'll switch to giving it to Diorio.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Indus Perception - Aid Another: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Sobekhotep Perception: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

Moving with extreme care, the members of the Smokin's Bask Brigade spread out into the large burial chamber. The stale air of the tomb is thick with tension and even the careful footsteps seem to echo louder than those of a trampling elephant.

While the rest of the group keep careful watch, Sobekhotep and Indus methodically examine the chamber's walls, moving west from the doors where they entered.

At the first torch holder in the south-west corner, Sobekhotep notices a subtle sign of irregularity. Tiny scratches, almost imperceptible to the naked eye, run in parallel below the torch holder, indicating that it can be pulled straight down.


Female Human Hunter 2

That might line up with the secret door for Ahkentepi to reach his... what was the historical term? Side-chick?


Mummy's Mask Campaign slides | Storyteller extraordinaire

Knowledge (engineering) DC 20:
As you have already established, the tomb contains both traps and secret doors. The torchholder could reasonably be some kind of bypass switch to either open a secret door or disable a trap. Given it’s location, it’s unlikely to be a trap itself. It seems to require more force to activate than just placing a torch in the holder.”

Knowledge (religion) DC 20:
According to ancient Osiriani burial customs, common slaves were rutinely executed and buried within the tombs they were forced to build, to keep them from revealing secrets about the tomb. For royalty and other high-ranking individuals, this also included the priests who performed the funeral ceremony, but it is unlikely that Ahkentepi was important enough to warrant this. Instead, the priests would have some way to exit the tomb safely after interring the bodies of the deceased.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Letting Ptah's wisdom flow through him, Sobekhotep gives the room a cautious look...

Knowledge(Religion): 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19.

...but doesn't come up with an answer.

"I suppose it could be the trigger for a secret door...? Only one way to find out..."


Mummy's Mask Campaign slides | Storyteller extraordinaire

I’ll allow an Aid Another on that roll, if anyone wants to help Sobekhotep connect the last dots.


Male Human, Taldane Bard (Archaeologist) 2 (HP 14/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

Knowledge (Engineering): 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Knowledge (Religion): 1d20 + 7 ⇒ (1) + 7 = 8

It appears Indus has been reading the wrong books on this subject ...


Female Human Hunter 2

Untrained in both, so unable to assist.

Wasn't there a prophesy of doom about a downward angling torch?


Mummy's Mask Campaign slides | Storyteller extraordinaire

So...pull the torch holder down or continue the search?

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

I mean... sure?

Offering up a prayer to Anubis, Sobekhotep gingerly pulls the torch holder down... and then if the world doesn't immediately end, continues cautiously exploring the room.


Mummy's Mask Campaign slides | Storyteller extraordinaire

After a bit of effort to get the ancient stone loose, the torch holder slides neatly down. Nothing happens.

Perception DC 25:

You can hear the very faint sound of metal grinding against stone, but can't determine exactly where the sound is coming from.

Moving on around the room, Sobekhotep and Indus reach the west wall. Here, their combined efforts uncover another secret feature.

Among these intricate carvings, there's a particularly detailed hieroglyph that depicts Anubis guiding a soul into the afterlife. This hieroglyph cleverly conceals a secret — a keyhole.

This keyhole is ingeniously integrated into the design, hidden in plain sight. It is crafted within the scepter that Anubis holds, a symbol of power and protection, blending seamlessly with the surrounding carvings. The scepter's details mask the keyhole's outline, making it virtually undetectable to the untrained eye.

Once you find the keyhole, you are quickly able to spot the outline of a secret door among the carvings. Careful examination reveals no traps, but the door is locked.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 10/14) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep reverently traces his fingers over the carving.

"Now, this looks more like it. I doubt that they will have left the key lying around, however, so we will probably have to pick that."

A thought then occurs to him.

"I probably should have mentioned this before, but I would appreciate it if we treated Akhentepi's body with respect, provided it doesn't animate and attack us. Relieving him of grave goods is one thing, but I have heard stories of tomb robbers ripping apart mummies to search for treasures in the wrappings, or peeling gold foil off sarcophagi. I don't think we are quite hard-up enough to engage in something quite that unsavory.

We may be toeing the narrow line between explorers and looters, but I would like to think that we are closer to the former than the latter, at least in spirit."

Isolated goods inside the coffin, like a death mask or necklace outside the wrappings, are another matter entirely, of course!

He then continues around the room, planning to do a clean sweep of the walls, just in case, before returning to the locked secret door, and letting Indus work his magic on it.


Female Human Hunter 2

Seben will take a shot at that Perception check, anything's possible...

Attempting Perception DC 25: 1d20 + 7 ⇒ (16) + 7 = 23

Nope!

"Maybe the key is in the sarcophagus?"

Still keeping her bow in just one hand so she has her wand ready, for a readied action.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Still moving clockwise around the room, Sobekhotep and Indus examine the northern doors. Like most of the other doors in the tomb, they are solid stone and appear to be unlocked, but stuck.

Moving further along, the searching duo finds another secret door on the east wall. Unlike the western door, this one does not appear to be locked.

Completing their inspection of the walls, they find nothing else of interest.

So, to summarize:
- Southwest corner: Mysterious switch in disguised as torch holder (activated)
- West wall: Secret door - locked
- North wall: Stone doors - stuck
- East wall: Secret door - unlocked
- Center of the room - Raised dais with a stone pillars, Anubis statues, gold-trimmed sarcophagus - Not inspected yet.

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