
Pirate GM |

Continuing forward you find a chamber where a 10-foot-wide span leads to a pair of statues. One depicts a veiled woman in a pharaoh’s robe and crown standing amid sheaves of wheat and reaching a hand out. Her other hand locks grips with the second statue, which depicts a woman in scholarly garments with a pectoral collar. Behind them, the spread wings of a scarab carved into the northern wall reveal double doors. On either side of the span, two 20ft deep pits gape.
Another Umbral Vise sits in the Northwest Corner.

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Lore (Osirian): 1d20 + 11 ⇒ (3) + 11 = 14
"Truthfully? I'm beginning to wonder if you ever were a tomb raider," Iniquity comments to his hireling. "Ah well. As long as you've learned the better of your ways, whatever you were doing in that pyramid."
He looks at the others and notes, "Quite a few of those devices all in all."

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Religion: 1d20 + 14 ⇒ (10) + 14 = 24
"I think you'll appreciate this, Iniquity. That's Pharaoh Rehenet I, who disappeared at the height of her rule, and her wife, Khisisi. You see the simple robes and outstretched hand on Rehenet’s statue? That indicates that the sculptor considered her a humble ruler who sought to give her people a helping hand, and not ruling with an iron fist. The other statue is a priest-mage adviser, and the symbolism of the pose suggests that they worked in lockstep with the pharaoh."

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"Thank you, Domwurd," Iniquity says with a bow to the Shoony. He gives his hireling a sidelong look for a stretched moment but then chuckles and pats the man on the shoulder. "Let's note those details and hope the door is not too complicated."

Pirate GM |

As Iniquity heads across the span towards the door a giant Maul hinges down from the ceiling.
Maul vs Iniquity: 1d20 + 22 ⇒ (20) + 22 = 42
Bludgeoning Damage: 4d10 + 18 ⇒ (5, 2, 4, 5) + 18 = 34
Doubled to 68
And Smacks Iniquity firmly in the head.
Fort DC 25 to avoid stumbling into the pit with the force of the blow.
The giant Maul begins cranking back into place in the ceiling.
The Trap is going to take 1 round to reset. Thievery (Trained) or Society(Expert) <Finding the Hidden Disable switch> can disable the trap. Both can be done after the trap resets as well, just noting in case anybody wants to do anything quickly before it does.

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Fortitude (E): 1d20 + 14 ⇒ (11) + 14 = 25
Face quickly turning purple and one eye swelling shut, Iniquity hurries to the other side before the hammer can hit him again. Once there, he lets loose a cry of pain and a string of Isgeri curses he learned in the orphanage from older children.

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"Oh boy!"
With the trap resetting Domwurd runs across the way, looking to get on the other side before the maul can swing again. He makes sure to follow the same route the champion took, just in case.

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Salka tries desperately to hold back laughter. "Weapon swinging down from the door! What a classic trap!"
So classic, in fact, that she's seen it many times before.
Society(e): 1d20 + 15 ⇒ (10) + 15 = 25

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Hampton is scrawling notes on the trap and elbowing Salka in the ribs as Iniquity and Domwurd make their way across. Classic indeed. Ingenious, one might say, no? Oh, those ancient Osirions!
Hampton has his thieves' tools out, but waits to see if Salka has success finding the off switch first.

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Iniquity stomps his foot and turns around to face the walkway. "Amb sheem," he slurs as he presses his tongue against a tooth to keep it from falling out. He draws a glowing feather over his heart with his thumb. As the radiance sinks through his armor, the swelling around his eye goes down enough that his eye can peak through. He tests the security of his teeth. "That's better. How did you like my impression of a man struck in the head by a giant mallet?"
LOH: +24 hp

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Hampton congratulates Salka on a job well done and tucks his thieves' tools away, then congratulates Iniquity on such a realistic performance. I truly believed you were wounded! he says with a smile.
He considers the double doors to their north. Perception +10.

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Salka pats Inquity on the shoulder. "That truly was a lovely show. I didn't know you an expert in slapstick as well."
She then steps up and takes position by the northern door."And here I expected to back and check the other trails by now, but I guess as long as this path keeps going we may as well see it through to the end."
Through the door! Let's do it.

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"The pratfall and other such expressions of body humor are some of the earliest skills I learned," Iniquity replies to Salka with a laugh and a grin. "But it does hurt. If we might take some time to allow me to heal?"
Between LoH, refocus time, and regeneration, Iniquity could be exactly at full in 20 minutes? Then he could try to push open the door.

Pirate GM |

After 20 minutes while the rest of the party is curious what's behind the door Iniquity heals themselves before the party pushes forward through the double stone doors.
There a wide stairway leads down to the floor of this massive sandstone chamber. An open sarcophagus sits on a raised dais to the north. Its impressive lid, carved in the form of a human woman, perches precariously on the dais steps. Eight statues of people in priestly garments look up toward the ceiling, which is painted with a planar map of the Great Beyond. Shadows flit around the room, though it’s not clear what, if anything, is casting them. Wings to the west and east hold more sarcophagi.
Half lounging on the steps is a mummified figure wearing the same clothing as the statue from the previous room, petting a large winged cat with a falcon for a head.
Lurking around the edges of the room are a trio of rotting corpses armed with khopeshes, their bodies skeletal in places with empty eye sockets glowing an evil red.
Additionally you feel particularly unstable... in a planar sense. The lights being to fade almost as if on the plane of shadows but then flicker back to life. But everything seems slightly out of place, and the flickering doesn't stop.
Also there is a palpable sense of dread radiating from the Mummy.
Iniquity: 1d20 + 10 ⇒ (9) + 10 = 19
Hampton: 1d20 + 13 ⇒ (14) + 13 = 27
Domwurd: 1d20 + 12 ⇒ (16) + 12 = 28
Salka: 1d20 + 8 ⇒ (17) + 8 = 25
Mummy: 1d20 + 18 ⇒ (8) + 18 = 26
FalconCat: 1d20 + 16 ⇒ (2) + 16 = 18
Zombie1: 1d20 + 9 ⇒ (9) + 9 = 18
Zombie2: 1d29 + 9 ⇒ (17) + 9 = 26
Zombie3: 1d20 + 11 ⇒ (7) + 11 = 18
Initiative:
Domwurd
Hampton
Mummy
Purple Dash Corpse
Salka
Iniquity
FalconCat
Cyan Mix Corpse
Green Dot Corpse
Domwurd is up!
[spoiler=If you get within 30 feet of the mummy Make a Will Save]
aura, divine, emotion, enchantment, fear, mental
You are frightened 1. You can't recover while in the aura.
Subtract 1 from your save because you are frightened.
If you got less then 22, see your fate below.
I need the turns 1 at a time. When you end your turn attempt a DC 18 Will Save

Pirate GM |
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Initiative:
Domwurd
Hampton Sneaking
Mummy
Purple Dash Corpse
Salka <Shield Raised>
Iniquity <Shield Raised>
FalconCat
Cyan Mix Corpse
Green Dot Corpse
Domwurd is up!
aura, divine, emotion, enchantment, fear, mental
You are frightened 1. You can't recover while in the aura.
Subtract 1 from your save because you are frightened.
If you got less then 22, see your fate below.
I need the turns 1 at a time. When you end your turn attempt a DC 18 Will Save
Before I forget... again.... lets give Salka a Hero Point.

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"The walking dead! This cannot be good. Friends, allow me to try and... burn them down!"
Domwurd works quickly through a spell, sending a small bead of flame streaking into the room. When it reaches the centre he completes the magic with a gesture, causing the bead to explode in a mighty conflagration!
Fireball (4th), DC 25 Reflex: 8d6 ⇒ (2, 4, 5, 2, 1, 5, 6, 4) = 29
"Nethys, guide my good friend Hampton as he goes forth to sneakily slay in a silent manner."
Guidance on Hampton

Pirate GM |

Mummy Reflex save: 1d20 + 12 ⇒ (11) + 12 = 23
Birdcat Reflex: 1d20 + 17 ⇒ (20) + 17 = 37
Purple Corpse: 1d20 + 8 ⇒ (5) + 8 = 13
The purple corpse incinerates completely, while the Bird Cat nimbly evades the fire.
The mummy gets pretty toasted, its bandages even being extra flammable.
Dom Will save: 1d20 + 14 ⇒ (19) + 14 = 33
The Vise to the northewest surges with shadowy energy but Domwurd is uneffected.
Initiative:
Domwurd
Hampton Sneaking, Guidance
Mummy | -34
Salka <Shield Raised>
Iniquity <Shield Raised>
FalconCat
Cyan Mix Corpse
Green Dot Corpse
You are frightened 1. You can't recover while in the aura.
Subtract 1 from your save because you are frightened.
If you got less then 22, see your fate below.
I need the turns 1 at a time. When you end your turn, also attempt a DC 18 Will Save

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Hampton darts in front of Salka (A thousand pardons!) and takes the measure of the figure on the steps and letting fly a pair of arrows. Domwurd's guidance on 2nd shot.
+1 striking composite shortbow (1): 1d20 + 14 ⇒ (8) + 14 = 22
piercing: 2d6 + 2 ⇒ (2, 6) + 2 = 10
plus Deadly if a crit: 1d10 ⇒ 5
+1 striking composite shortbow (2): 1d20 + 14 - 3 + 1 ⇒ (7) + 14 - 3 + 1 = 19
piercing: 2d6 + 2 ⇒ (4, 3) + 2 = 9
plus Deadly if a crit: 1d10 ⇒ 7
Stride, Hunt Prey ◈, Hunted Shot ◈
DC 18 Will: 1d20 + 10 ⇒ (18) + 10 = 28

Pirate GM |

Hampton hunts but does not connect with either arrow despite being hidden for the first shot. It's close though.
Seeing the shadow stuff pulse from the Vise in the room Hampton tries to scoot forward just a tiny bit as he fades between planes.
1d6 ⇒ 2
But finds himself about 10 feet forward instead. Precise landings through the shadow plane seem difficult.
Will Save for Mummy Aura: 1d20 + 10 ⇒ (16) + 10 = 26
Hampton is frightened 1 and will remain so until he leaves the 30ft aura.
The mummy then shambles forward and lurches towards Hampton with both hands.
fist vs Hampton: 1d20 + 18 ⇒ (20) + 18 = 38
bludgeoning damage: 2d6 + 9 ⇒ (1, 2) + 9 = 12
Doubled to 24
more lurch: 1d20 + 18 - 5 ⇒ (15) + 18 - 5 = 28
Bludgeoning: 2d6 + 9 ⇒ (3, 2) + 9 = 14
2 Saves for Hampton
Success +: You're totally fine.
Fail: Rot level 1 (Or increase Rot by 1 level)
Crit Fail: Rot level 2.
Rot 1: Totally Fine.
Rot 2: Negative Damage: 4d6 ⇒ (1, 2, 6, 1) = 10 (You're currently Weak 4 to Negative Damage from the Vises. Also, Stupefied 1.
No Stage 3+
Mummy Will: 1d20 ⇒ 9
Initiative:
Domwurd | WILL DC 22
Hampton 30/68 <Frightened 1> | 2x FORT DC 24
Mummy | -34
Salka <Shield Raised> WILL DC 22
Iniquity <Shield Raised> WILL DC 22
FalconCat
Cyan Mix Corpse
Green Dot Corpse
Salka and Iniquity are up!
2x Fort DC 24 for Hampton. Will DC 22 for everybody else.
Decided to reduce my coiness after Hampton so helpfully demonstrated the planar instability of the room we'll let people act in the normal pbp shuffle.
If you end your turn in the room, attempt a DC 18 Will Save with the following consequences.
Crit Success: Your Choice of Remain Still or choose a direction and Teleport 5ftx1d6 in that direction.
Success: Remain Still.
Fail: Teleport in a random Direction (1d8 1=N 2=NE etc) 1d6x5ft. If you would exit the room or end in a solid object, stop short in available space.
Crit Fail: As Fail but Roll 2d6 for Distance.
Additionally you may choose to Fail instead of rolling.
You are frightened 1 until you leave the 30ft aura.
Did you get a fail or worse? Read Below

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Will v Mummy aura: 1d20 + 10 ⇒ (20) + 10 = 30 Waste of a nat 20 but alright very well.
"I guess a mummy's pretty creepy but I don't know, I've seen worse lighting the fires of my forges for this prototype. Speaking of which...."
Salka once again pulls the metallic cord hanging just off the bottom of her breastplate to kick up the engines.
Overdrive vs DC 22: 1d20 + 15 - 1 ⇒ (9) + 15 - 1 = 23
She shrugs. "Well, here goes nothing, I guess." She says as she moves up past the mummy and tries to at least flank it long enough to get a hit in.
Shield Boss: 1d20 + 15 - 1 ⇒ (14) + 15 - 1 = 28 vs OG Black mummy
Bludgeoning, OD: 2d6 + 4 + 3 ⇒ (2, 6) + 4 + 3 = 15
I'm choosing to fail the save since I'm not like hugely married to this spot anyway given I am also flanked
Direction: 1d8 ⇒ 5
Distance: 1d6 ⇒ 2
...I immediately collide with Hampton and the mummy between us and thus stay in place anyway okay then
Reaction: Reactive Shield to boost AC to 26 if I am attacked or struck which given I'm still flanked will be helpful!

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Iniquity furrows his brow as Domwurd's flames die down. He follows after Hampton's skittering journey up the stairs and drives his pike at the mummy. "You may want to fall behind me, Hamptom," he says as he raises his shield. He fades momentarily himself but remains where he stands.
Will (E) vs. DC 22: 1d20 + 12 ⇒ (14) + 12 = 26
◆ Stride
◆ Strike: +1 striking ghost touch silver breaching pike (E): 1d20 + 16 ⇒ (2) + 16 = 18 vs. flanked target, vs. lesser cover That sucked.
Hero Point: ◆ Strike: +1 striking ghost touch silver breaching pike (E), vestments: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31 vs. flanked target, vs. lesser cover
Holy, Silver, Magic, Ghost Touch, Piercing, Weapon Specialization: 2d6 + 4 + 2 ⇒ (4, 6) + 4 + 2 = 16
+ Vitalizing Rune: persistent 1d6 vitality damage
◇ Heroic Intervention Boon: Hampton heals: 3d6 ⇒ (5, 2, 5) = 12
◆ Raise a Shield
Will (E) vs. DC 18: 1d20 + 12 ⇒ (7) + 12 = 19
AC 30
+1 status to saves vs. disease to everyone within 15 ft of Iniquity, which included Hampton's location when the mummy struck.
Ally gains Resist All 9
Triggering enemy chooses either 1) do no damage or 2) enfeebled 2 until end of the enemy's next turn.

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DC 24 Fort: 1d20 + 10 ⇒ (14) + 10 = 24
Success, turns to fail
DC 24 Fort: 1d20 + 10 ⇒ (8) + 10 = 18
I VOLUNTEER THIS HERO POINT AS TRIBUTE
DC 24 Fort: 1d20 + 10 ⇒ (19) + 10 = 29 better

Pirate GM |

Hampton's organs start to feel worse, but not too bad.
Stage 1 Mummy Rot for Hampton
Salka gets their overdrive going and resists the worst of the aura but is still a bit frightened. They do move up and get a solid blow on the mummy and some how maintain their footing despite the shifting planar forces.
Iniquity also is just minorly frightened by the Despair Aura. Iniquity digs deep and gets a hit on the mummy, the vitality damage continuing to linger but not extra effectiveness.
Iniquity maintains their footing.
In position the FalconCat unleashes a flurry of beak and claws at Salka.
Beak vs Salka OG: 1d20 + 17 ⇒ (1) + 17 = 18
Clawer OG: 1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24
slashing: 2d8 + 6 ⇒ (2, 3) + 6 = 11
Clawist OG: 1d20 + 17 - 8 ⇒ (12) + 17 - 8 = 21
slashing: 2d8 + 6 ⇒ (3, 4) + 6 = 13
Reactive Shield saves the day
With Mummy's aura of Despair Salka can't quite avoid either slash.
I believe 21 hits Off Guard/Frightened 1
Cat Will: 1d20 ⇒ 3
Direction: 1d8 ⇒ 6
Distance: 1d6 ⇒ 1
Salka feels this brief moment where the cat overlaps them, before the cat is shunted back to where they came.
The Cyan corpse move up to Salka, seemingly trying to clear the threat behind the mummy, swinging its khospesh
Khopesh vs Salka: 1d20 + 12 ⇒ (18) + 12 = 30
slashing: 1d8 + 5 ⇒ (3) + 5 = 8
Iniquity protects Salka from the undead's assault as it does no damage.
It follows up with a claw
agile claw: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
but can't connect.
Will: 1d20 ⇒ 16
The corpse stays put.
The other one moves up to flank Salka, seemingly most concerned with generating an escape path for the Mummy.
Khopesh vs Salka OG: 1d20 + 14 ⇒ (9) + 14 = 23
slashing: 1d8 + 7 ⇒ (8) + 7 = 15
In addition to the nasty hit some of Salka's life force visibly flows down the sword and into the corpse.
It follows up with a claw
Claw vs Salk OG: 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23
Slashing: 1d6 + 7 ⇒ (2) + 7 = 9
Will: 1d20 ⇒ 8
The Corpse stays put.
Initiative:
Domwurd | WILL DC 22
Hampton 42/68 <Frightened 1> | Mummy Rot: 1
Mummy -49 | 1d6 Persistent Vitality
Salka 48/74 <Frightened 1> | 2x Fort DC 18
Iniquity | <Frightened 1>
FalconCat
Cyan Mix Corpse
Green Dot Corpse +5
Domwurd and Hampton are up!
Will DC 22 for Domwurd vs Mummy Aura. 2x Fort DC 18 for Salka vs Drain Life.
Crit Success: Your Choice of Remain Still or choose a direction and Teleport 5ftx1d6 in that direction.
Success: Remain Still.
Fail: Teleport in a random Direction (1d8 1=N 2=NE etc) 1d6x5ft. If you would exit the room or end in a solid object, stop short in available space.
Crit Fail: As Fail but Roll 2d6 for Distance.
Additionally you may choose to Fail instead of rolling.

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Hampton moves to Iniquity's side on the steps, nocks an arrow, and calls forth a transformation on his bow, causing his arrows to gain more heft as he hunts his prey. Cast gravity weapon.
frightened 1, +1 striking composite shortbow w/gravity weapon and hunted shot (1): 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19
piercing (1): 2d6 + 2 + 2 ⇒ (2, 1) + 2 + 2 = 7
plus Deadly, if a crit (1): 1d10 ⇒ 1
frightened 1, +1 striking composite shortbow w/gravity weapon and hunted shot (2): 1d20 + 14 - 3 - 1 ⇒ (7) + 14 - 3 - 1 = 17
piercing (2): 2d6 + 2 + 2 ⇒ (3, 4) + 2 + 2 = 11
plus Deadly, if a crit (2): 1d10 ⇒ 8
Fear gets the better of him, not to mention his churning guts under the mummy rot.
Stride, Cast a Spell ◈, Hunted Shot ◈.

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Fort: 1d20 + 12 ⇒ (16) + 12 = 28
Fort: 1d20 + 12 ⇒ (19) + 12 = 31
Salka resists having her life essence drained.

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DC 18 Will: 1d20 + 10 ⇒ (2) + 10 = 12
1d6 ⇒ 5 x 5 ft in 1d8 ⇒ 8 direction

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Aware and concerned about the dangers of mummies, Domwurd works through the gestures to create a sphere of force that he works to capture it in.
Cast Resilient Sphere on the Mummy, DC 25 Reflex

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Adding save and RK
Will save, DC 22: 1d20 + 14 ⇒ (1) + 14 = 15 sigh
For the benefit of the group Domwurd takes a moment to share what he knows of mummies.
If that is a fail, will use my reaction to do Kreighton's Cognitive Crossover, using Pathfinder Society Lore
Religion: 1d20 + 15 ⇒ (11) + 15 = 26

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Will save, Hero Point: 1d20 + 14 ⇒ (5) + 14 = 19

Pirate GM |

Domwurd tries to keep his focus but is overwhelmed and paralyzed by despair.
It's a mummy! You're unsure of what powers the Unique Mage-Priest brings to the creature but you do know that its Reflex save is a notable weakness.
You've got 2 more purely mental actions available as a note.
The Mummy attacks Salka, reaching out with both hands in an attempt to throttle her.
Mummy Arms: 1d20 + 18 ⇒ (19) + 18 = 37
Bludgeoning: 2d6 + 9 ⇒ (2, 4) + 9 = 15
Critically hitting!
It follows up with a second attack.
More Mummy, More Arms: 1d20 + 18 - 5 ⇒ (15) + 18 - 5 = 28
Bludgeoning: 2d6 + 9 ⇒ (6, 4) + 9 = 19
and drops Salka!
Because you've been Natron blasted earlier, reduce your level of success on the first save by one.
Failure: Increase Stage by 1
Critical Failure Increase Stage by 2
Stage 1: Totally fine.
Stage 2: Negative Damage: 4d6 ⇒ (2, 3, 1, 2) = 8 You are currently vulnerable 4 to Negative Damage and Stupefied 1. (If you hit this a second time, roll your own damage.
The good news is Domwurd's Frightened and Paralysis both fade as the Mummy moves away to chase Hampton
Vitality: 1d6 ⇒ 1
flat to End: 1d20 ⇒ 19
The life energy burns the mummy a little more before the damage fades out.
Will: 1d20 ⇒ 7
The Mummy is not displaced by the shadowwalking room.
Initiative:
Domwurd |
Hampton 42/68 <Frightened 1> | Mummy Rot: 1
Salka 0/74 <Frightened 1> <Dying 1> <Prone> | 2x Fort DC 24
Mummy -50| 1d6 Persistent Vitality
Iniquity | <Frightened 1>
FalconCat
Cyan Mix Corpse
Green Dot Corpse +5
Iniquity is up!
2x Fort Saves for Salka.

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Fort Save 1: 1d20 + 12 ⇒ (18) + 12 = 30
Okay so then that reduces to a failure to stage 1, guess.
Fort Save 2: 1d20 + 12 ⇒ (2) + 12 = 14I have 3 hero points, eh.
Fort Save 2, #2: 1d20 + 12 ⇒ (14) + 12 = 26

Pirate GM |

Turns out Diseases/curses don't increase from additional exposure
Keep your hero point. Thanks Tim. Salka did use a hero point earlier, in the Natron Room but was granted another one, so I believe currently has 2.

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"The tension rises," Iniquity says with uncharacteristic grimness. He steps forward and stabs at the right hand guardian. He raises his shield in anticipation of an onslaught.
◆ Step
◆ Strike vs. Cyan: +1 striking ghost touch silver breaching pike (E), Frightened 1: 1d20 + 16 ⇒ (18) + 16 = 34
Holy, Silver, Magic, Ghost Touch, Piercing, Weapon Specialization: 2d6 + 4 + 2 ⇒ (4, 2) + 4 + 2 = 12
+ Vitalizing Rune: persistent 1d6 vitality damage (and Enfeebled 1 until end of my next turn if that was a critical hit)
Also Clumsy 1 until start of my next turn if that was a critical hit.
◆ Raise a Shield
AC 30
↺ Shield Block 10
Resist Slashing 3, Resist Negative/Void 1
Will vs. DC 18: 1d20 + 12 ⇒ (10) + 12 = 22

Pirate GM |

Iniquity crits the walking corpse, destroying it!
No Weakness.
Seeing the Champion wading into Melee the Mummy points at Iniquity and and screeches
The FalconCat takes to the air and flies over Iniquity.
Landing on the far side it attacks with Beak and Claw.
Beak vsIniquity: 1d20 + 17 ⇒ (14) + 17 = 31
slashing: 2d10 + 6 ⇒ (1, 9) + 6 = 16
Between resistance and Shield, Iniquity takes no damage!
Claw: 1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24
slashing: 2d8 + 6 ⇒ (4, 1) + 6 = 11
and the Falconcat misses with the followup claw.
Will DC 18: 1d20 ⇒ 15
The FalconCat stays put.
The remaining corpse steps up into the flank and swings with Khopesh and claw.
sword: 1d20 + 12 ⇒ (5) + 12 = 17
claw: 1d20 + 12 - 8 ⇒ (20) + 12 - 8 = 24
slashing: 1d6 + 5 ⇒ (5) + 5 = 10
Normal Hit, -3 is 7 damage
Will: 1d20 ⇒ 6
Direction: 1d8 ⇒ 1
Distance: 1d6 ⇒ 3
The remaining corpse shadowwalks 15 feet north
Initiative:
Domwurd |
Hampton 42/68 <Frightened 1> | Mummy Rot: 1
Salka 0/74 <Frightened 1> <Dying 1> <Prone> | Mummy Rot: 1
Mummy -50| 1d6 Persistent Vitality
Iniquity 92/99 | <Shield Blocked> <Frightened 1> | Fort DC 16
FalconCat
Green Dot Corpse +5
Domwurd/Hampton are up! {Salka can preroll a death save in a spoiler, (along with potential shadowwalking) or go once the others have, or if awoken.}
Fort DC 16 for Iniquity.
Ending Turn in room is DC 18 Will vs ShadowWalk (May choose to fail before rolling)
No additional saves vs Mummy Aura. While within 30 feet you are all frightened 1 though. (Fades immediately when leaving aura)

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Domwurd snaps out of his momentary panic. "This is not going well at all. No, not even a little."
He collects his thoughts, once more attempting to cast a spell. This time he turns it on the great big falconcat, creating a dome of force to encase the creature.
Resilient Sphere on CatBird. DC 25 Reflex save
He will then erect his own magical shield. "Help the others, Iniquity!"

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Hampton swaps his bow for his magical shortsword, then his second blade is out quick as a scorpion sting, taking a stab at the mummy.
+1 striking shortsword w/gravity weapon (frightened 1): 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 19
2d6 + 4 + 2 ⇒ (5, 1) + 4 + 2 = 12
+1 striking shortsword w/gravity weapon and Twin Takedown (1) (frightened 1): 1d20 + 14 - 1 - 2 ⇒ (14) + 14 - 1 - 2 = 25
2d6 + 4 ⇒ (2, 2) + 4 = 8
+1 striking shortsword w/gravity weapon and Twin Takedown (2) (frightened 1): 1d20 + 14 - 1 - 4 ⇒ (18) + 14 - 1 - 4 = 27
2d6 + 4 ⇒ (2, 1) + 4 = 7
Then he will voluntarily fail the Will save.
1d6 ⇒ 5 x 5 ft in 1d8 ⇒ 2 direction
Interact to Swap ◈, Quick Draw ◈, Twin Takedown ◈.

Pirate GM |

Hampton stabs the mummy twice and shadowwalks away.
Salka Dying: 1d20 ⇒ 12
She stabilizes.
Salka Will: 1d20 + 10 ⇒ (17) + 10 = 27
Despite being unconscious she stays put.
Unhappy with being stabbed, the Mummy chases down Hampton.
Mummy slam vs Hampton: 1d20 + 18 ⇒ (5) + 18 = 23
bludgeoning: 2d6 + 9 ⇒ (5, 5) + 9 = 19
More Mummy, more Slam: 1d20 + 18 - 5 ⇒ (5) + 18 - 5 = 18
bludgeoning: 2d6 + 9 ⇒ (1, 2) + 9 = 12
Hampton manages to dodge the second slam though.
Will: 1d20 ⇒ 4
The Mummy does not get shadowwalked.
Initiative:
Domwurd |
Hampton 23/68 <Frightened 1> | Mummy Rot: 1 |
Salka 0/74 <Frightened 1> <Wounded 1> <Unconscious> <Prone> | Mummy Rot: 1
Mummy -50|
Iniquity 92/99 | <Frightened 1> | Fort DC 16
FalconCat
Green Dot Corpse +5
Iniquity is up!
Fort DC 16 for Iniquity vs Drained +1
Will DC 18 (Or choose to fail) vs Shadow walk if you end your turn in the room.

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Fortitude (E), Frightened vs. DC 16: 1d20 + 14 - 1 ⇒ (16) + 14 - 1 = 29
Iniquity leaves the encased griffon behind and climbs the stairs to stand next to Salka. He drives his spear into the mummified guard before he paints a glowing, golden feather in the air. He bows and presses the sigil into Salka, driving vitality into her body. "Time to wake and rejoin the fight!" he says with enthusiasm.
◆ Stride
◆ Strike vs. Green: +1 striking ghost touch silver breaching pike (E), Frightened: 1d20 + 16 - 1 ⇒ (16) + 16 - 1 = 31
Holy, Silver, Magic, Ghost Touch, Piercing, Weapon Specialization: 2d6 + 4 + 2 ⇒ (4, 2) + 4 + 2 = 12
+ Vitalizing Rune: persistent 1d6 vitality damage; Enfeebled 1 until the end of my next turn if that was a critical hit.
Clumsy 1 if that was a critical hit.
◆ Cast (M) Lay on Hands @ Salka for +24 hit points & +2 status bonus to AC x 1 round
AC 28
↺ Glimpse of Redemption: Target enemy chooses: do no damage OR ally gains Resist All 9 and enemy gains Enfeebled 2 until end of its next turn.
Will (E) vs. DC 18: 1d20 + 12 ⇒ (7) + 12 = 19

Pirate GM |

Iniquity moves up and crits the remaining corpse, leaving burning vitality damage behind.
Seeing an opening the Falconcat pounces on Domwurd
Beak on Sphere: 1d20 + 17 ⇒ (12) + 17 = 29
slashing: 2d10 + 6 ⇒ (2, 8) + 6 = 16
beak on sphere: 1d20 + 17 - 4 ⇒ (4) + 17 - 4 = 17
slashing: 2d10 + 6 ⇒ (7, 7) + 6 = 20
Claw Pounce on Domwurd: 1d20 + 17 - 8 ⇒ (6) + 17 - 8 = 15
It can't connect with the puncing claw.
Will: 1d20 ⇒ 1
direction: 1d8 ⇒ 7
distance: 2d6 ⇒ (4, 2) = 6
The falconcat is shunted west to the corner of the room.
The remaining corpse moves up to support the mummy and slashes at Hampton.
khopesh vs Hampton: 1d20 + 12 ⇒ (5) + 12 = 17
Claw vs Hampton: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
But misses twice.
will: 1d20 ⇒ 7
Direction: 1d8 ⇒ 7
distance: 1d6 ⇒ 3
The remaining corpse is also shadowwalked to the west.
vitality: 2d6 ⇒ (4, 5) = 9
flat: 1d20 ⇒ 19
And it's vitality damage burns out.
Initiative:
Domwurd 55/55 |
Hampton 23/68 <Frightened 1> | Mummy Rot: 1 |
Salka 24/74 <Frightened 1> <Prone> | Mummy Rot: 1
Mummy -50 |
Iniquity 92/99 | <Frightened 1> | Fort DC 16
FalconCat
Green Dot Corpse -28 +5 | <Clumsy 1>
Domwurd, Hampton and Salka are up!
Ending in the room is still Will DC 18 (or choose to fail) vs Shadowwalk.

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Domwurd slams the butt of his staff against the ground, causing the bonded magical item to glow white. Stored magical energy flows from it to the shoony wizard, the glow moving to Domwurd before fading. "Alright, let's do this."
Drain Arcane Bond to recall Sudden Bolt
With a sharp gesture and a series of quick arcane words a bolt of electricity lashes out at the mummy battling Hampton.
Sudden Bolt vs Mummy, DC 25 Reflex: 6d12 ⇒ (1, 3, 7, 8, 12, 4) = 35

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Salka feels her body get heavier as she opens her eyes and looks up at Iniquity. "Thank you but I see our job here isn't done yet. Alright, let me see what I can do."
She forces herself back up to her feet, and knowing she isn't back to full strength decides to go after the smaller dotted green corpse target with a single shield swing.
Shield Attack: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30
Bludgeoning, OD: 2d6 + 4 + 3 ⇒ (1, 5) + 4 + 3 = 13
Will Save v Shadow Walk: 1d20 + 10 ⇒ (1) + 10 = 11
The shadow magic, however really frazzles her, perhaps the dizziness from going unconscious hasn't truly worn off.
direction: 1d8 ⇒ 8
distance: 2d6 ⇒ (5, 4) = 9
Not a bad time to crit fail given I can only go 15ft in that direction.
Reaction: Reactive Shield if I am attacked for +2AC which should put me at 25 Shielded and Frightened AC.

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Hampton keeps up his assault on the mummy.
+1 striking shortsword w/gravity weapon and Twin Takedown (1) (frightened 1): 1d20 + 14 - 1 ⇒ (8) + 14 - 1 = 21
2d6 + 4 + 2 ⇒ (5, 6) + 4 + 2 = 17
+1 striking shortsword w/Twin Takedown (2) (frightened 1): 1d20 + 14 - 1 - 2 ⇒ (3) + 14 - 1 - 2 = 14
2d6 + 4 ⇒ (6, 3) + 4 = 13
+1 striking shortsword (frightened 1): 1d20 + 14 - 1 - 4 ⇒ (13) + 14 - 1 - 4 = 22
2d6 + 4 ⇒ (2, 3) + 4 = 9
+1 striking shortsword (frightened 1): 1d20 + 14 - 1 - 4 ⇒ (2) + 14 - 1 - 4 = 11
2d6 + 4 ⇒ (2, 1) + 4 = 7
Albeit poorly.
Then he will voluntarily fail the Will save.
1d6 ⇒ 1 x 5 ft in 1d8 ⇒ 3 direction
Twin Takedown ◈, Strike x2.