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Will: 1d20 + 12 ⇒ (2) + 12 = 14
If this is paralysis then Freedom of Movement kick in automatically
Patchouli move around the mummy (provoke AoO, AC28) to flank it with Constantin.
Outflank BONK: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 +4 weapon, cold iron, B: 3d6 + 10 ⇒ (1, 5, 4) + 10 = 20

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Orenjii moves closer to the mummy and hurls a card at it.
Thanks to strong arm, supple wrist, the range increment for this attack is 30 feet.
+1 Returning Shock Harrow Card: 1d20 + 9 ⇒ (17) + 9 = 26 +1 within 30 ft.
Piercing Damage: 2d4 + 1 ⇒ (4, 2) + 1 = 7 +1 within 30 ft.
Electricity Damage: 1d6 ⇒ 2
Positive Energy Damage: 1d6 ⇒ 5 (Reaping Strike)
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (3) + (2) + (6) = 11
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}
27 to hit, 15 total damage
"The Courtesan. Your days at court ended long ago, and your days despoiling Golarion end now."

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I do not have cantrip that can inflict damage and I do not want to wasted spells. I will wait for Constantin before doing anything. Possibly him and the other two attacks will be enough to take the mummy down. If that were not the case, I would cast magic missile, but only in that case.

GM Redelia |

Orenji and Patchouli dispatch the mummy.
The team is able to go investigate the ziggurat. This structure was the site of countless bloody rituals. Thesouthwest corner of the structure has collapsed, revealing an interior stone door covered in runes. Several lizardfolk bodies lie nearby. The lizardfolk guides cry out, proclaiming that Oosthic sent these lizardfolk to retrieve whatever lies beyond the door.
Before you can safely enter the chamber, you must disable its wards. Three magical wards protect the ziggurat from intrusion. The runes on the door give clues as to the nature of the wards. Patchouli and Gavirius can read the relevant language, so to keep things moving I will just reveal what the runes say.
The Blood Ward: These red runes read, “warm blood feeds the cold god.” Knowledge(religion) or Heal(harder) check to know more
The Mind Ward: These white runes read, “pure minds speak in silence.” Knowledge (arcana or history)
The Scale Ward: These green runes read, “false skin emboldens the true.” Knowledge (local or nature) or Bluff(harder)

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Orenjii inspects the wards.
The Blood Ward: Knowledge (Religion): 1d20 + 17 ⇒ (13) + 17 = 30
The Mind Ward: Knowledge (History): 1d20 + 10 ⇒ (8) + 10 = 18
The Scale Ward: Knowledge (Nature): 1d20 + 10 ⇒ (7) + 10 = 17
If she can retry with the other skill.
The Mind Ward: Knowledge (Arcana): 1d20 + 10 ⇒ (4) + 10 = 14

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Patchouli will taps herself with Heighten Awareness and consult pathfinder chronicles to decipher the runes.
The Mind Ward Kn Arcana: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30
The Scale Ward Kn Nature: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18

GM Redelia |

Mind Ward: Serpentfolk are masters of telepathy and view creatures lacking telepathy as beings fit only for servitude. Silence is sacred to them, and they prefer magical forms of communication. To deactivate this ward, a creature must use telepathy, sign language, or a supernatural or spell-like form of communication (such as message) to successfully communicate with another creature.
Scale Ward: Serpentfolk are masters of disguise, even using rituals to permanently alter their appearance. A creature must approach within 30 feet wearing a magical or non-magical disguise (including an altered form) and succeed at a Disguise check.

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"I should be able to help with the Mind Ward." note Constantin as he cleans bits of mohrg of from his morningstar with a rag.
He takes out a piece of copper wire, which he rubs between his figures while muttering something under his breath, granting everyone the power to pass messages more easily (he casts message on the party).
"I could also help with the Scale Ward in my present form, but I suspect my skills in disguise may let me down."

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Linguistic: 1d20 + 11 ⇒ (18) + 11 = 29 Patchouli attempts to use her hands as stick-figure-animation-sign-language and spells out words to convey messages to teammates:
Silence, Watch, Me, Hand, Sign Language, Turn Off, Magic, Protection
She will also offers her Sleeves of Many Garments for those who are not completely oblivious to how to wear make up like Patchouli, to deal with the Scale Ward. And Guidance for a +1

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Tarlamera glances around at the stalwart and upfront group around her, and swaps to her shield and axe, approaching the Ziggurat's wards. She adjusts her tiger mask, adds a few tufts of grass to her helmet as ears, then slices her arm with her axe and coats her fingertips in blood.
Letting out a somewhat strangled cat-like growl, she steps forward and presses her blood-coated hand to the ziggurat, whispering, through message, to the group, "Keep clear of the area, I'll set off whatever remains.
She waits a moment, then proceeds past the entrance.
I don't think we'll clear the scale ward, so triggering on my own. Maybe give a real time hour for folks to stop her if someone has a better idea?

GM Redelia |

Tarlamera, please take 1 HP damage for cutting yourself. I can't find any relevant rules, but that seems about right.
Assuming Constantin sends words through the message spell, that's two wards solved. I need to look at the scenario again before talking about the scale ward.

GM Redelia |

OK, this party is really not set up for a disguise check...
I'm going to bot some checks to move us forward.
(Tarlamera, for you to take the effect won't disable the ward, so everyone else would eventually take the same bad impace)
Patchouli has offered the loan of her magic sleeves and guidance.
Constantin will aid by pointing something helpful out.
1d20 - 2 ⇒ (13) - 2 = 11 (success)
So will Orenji
1d20 - 2 ⇒ (10) - 2 = 8 (nope)
And so will Tarlemera
1d20 - 2 ⇒ (9) - 2 = 7 (nope)
(I don't have a stat block or character sheet for Sorgath, so can't have him help)
Gavirius will take the main check, trying to disguise himself with Patchouli's sleeves and everyone else's help by trying to make suggestions.
1d20 + 4 + 3 ⇒ (18) + 4 + 3 = 25
The last ward is disabled.

GM Redelia |

The lizardfolk send for Oosthic. The door opens onto a chamber containing ancient tomes of magical knowledge. Oosthic shares some of these with the Pathfinder Society.
(do you want to do an extra combat in this area for a second success, or move on to another mission? Also, what mission next? It might save time if you can pick out a few more missions you'd like to do and in what order. I'll move forward as soon as there is some sort of consensus, rather than waiting for everyone to give an answer)

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If it looks like a second combat here could be done while our minute per level spells are still active, then my preference would be for the second combat. If not then I'm happy either way. Longer term I'm happy to go with whichever missions the rest of the party want to go with, although as mentioned previously it would be nice to have a mix of different challenges to keep things varied.

DM Carbide |

***OVERSEER ANNOUNCEMENT***
The repair teams have patched the rift beneath the Muckmouth. They discovered that the tapestry itself is generating massive amounts of necromantic energy around the rifts. The Muckmouth is secured!

GM Redelia |

Another success here will still help the group, because the House GM will reassign any extras to another mission. Also, these extra combats are shorter than most main missions, because they are just a combat, while main missions mostly have a combat and a set of skill checks.
Several more mummies stumble towards you.
The interactions with Oosthic took long enough that your minute per level buffs have expired
Constantin: 1d20 + 2 ⇒ (18) + 2 = 20
Patchouli: 1d20 + 1 + 4 ⇒ (10) + 1 + 4 = 15
Tarlamera: 1d20 ⇒ 5
Gavirius: 1d20 + 7 ⇒ (16) + 7 = 23
Orenjii: 1d20 + 5 ⇒ (7) + 5 = 12
Sorgath: 1d20 + 5 ⇒ (11) + 5 = 16
mummies: 1d20 + 0 ⇒ (7) + 0 = 7
bold may post:
round 1:
Gavirius
Constantin
Sorgath
Patchouli
Orenji
mummies
Tarlamera

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I'm guessing we wouldn't have had any time to buff up before the mummies appear?
Constantin sighs seeing new foes approaching after most of his combat enhancements have lapsed. Looking to at least partially address this, he mutters more incantations, causing additional images of himself to appear once more (casts mirror image)...
mirror images: 1d4 + 2 ⇒ (3) + 2 = 5
He then moves next to Patchouli and readies his longspear to skewer any foes attempting to approach (activates arcane strike and looks to AoO any approaching mummies).
piercing/cold iron/magic damage + arcane strike: 1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16

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The mummies seemed to burn really well earlier. Let me try something even more powerful now that these new ones are clustered so close to each other...
Gavirius eyes shine like flames while he says some arcane words. Then he points at the undead and a fire explosion enfulfes them all.
fireball damage, bloodline dragon: 6d6 + 6 ⇒ (3, 4, 3, 6, 2, 1) + 6 = 25
Reflex save DC 17 for half damage. After having cast fireball, I move 30 feet backwards.

GM Redelia |

rolls for reflex saves: 4d20 ⇒ (4, 11, 12, 11) = 38
They all take full damage, and due to weakness to fire are at -37 HP, so significantly injured.
Orenji-bot moves a little closer, but not so much closer as to be within range of the nasty aura, and then throws a card at red.
+1 Returning Shock Harrow Card: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing Damage: 2d4 + 1 ⇒ (1, 3) + 1 = 5 +1 within 30 ft.
Electricity Damage: 1d6 ⇒ 6
Positive or Negative Energy Damage: 1d6 ⇒ 5 (Reaping Strike)
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (1) + (1) + (1) = 3
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}
She misses.
The mummies all work their way up close to one of you. None of them are able to attack, because they had to double move.
Constantin's readied attack goes off.
Everyone in the party must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds.
You may all act, although you need to make your will save at the start of your turn.
status:
green, yellow, orange -37 HP
red -53 HP

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will save vs aura: 1d20 + 11 ⇒ (5) + 11 = 16
Constantin steps backwards and strikes again at the mummy in front of him (red).
longspear attack: 1d20 + 12 ⇒ (17) + 12 = 29
piercing/cold iron/magic damage + arcane strike: 1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13
I just realised that will take him off the map, if its easier he can just kick the mummy without moving backwards instead. The attack bonus for that will be one less and I'll roll the damage in a spoiler.

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Will Save: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Orenjii's mental subroutines prevent her from being frightened by the creatures. She hurls another card at the nearest enemy.
+1 Returning Shock Harrow Card: 1d20 + 9 ⇒ (13) + 9 = 22 +1 within 30 ft.
Piercing Damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3 +1 within 30 ft.
Electricity Damage: 1d6 ⇒ 4
Positive Energy Damage: 1d6 ⇒ 6
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (2) + (2) + (2) = 6
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}
"The Peacock. What beauty you had was lost when you left the grave. Return to it now."

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Will: 1d20 + 11 ⇒ (5) + 11 = 16+2 vs Poison and Mind-affecting
Patchouli super bonk green with super book
Bane(undead): 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21 Dmg: 3d6 + 10 + 2 + 2d6 ⇒ (6, 6, 5) + 10 + 2 + (6, 6) = 41