Alviana Shadowsworn

GM Euan's page

2,426 posts. Alias of Euan.


RSS

1 to 50 of 2,426 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.
Roll20 Map - Treasure Sheet

Thanks all, I'm glad we all had fun. :)


3 people marked this as a favorite.
Roll20 Map - Treasure Sheet

The party spends a little time combing through the pyramid, clearing out the spaces that need to be cleared, and ensuring nothing is left of the Pharaoh’s army - such as it was. Most of his power was in his flying pyramids, all of which you’ve already crashed into the Osirion countryside and waterways - including this one. There are a few areas of interest that were ‘missed’ and a little additional loot to be had. When you return to the engine chamber, Sehela has already faded from existence - finally able to make her own way to the afterlife.

You’re not sure how to actually fly the pyramid however. You assume it’s controlled from the Pharaoh’s throne, but don’t immediately see how. Detect Magic and Spellcraft are applied to the problem, but there are no easy solutions. In fact, you suspect it will take days of study, if not weeks, to learn how to fly the pyramid, if in fact it can fly again after you shut down all the power from the Slave Trenches. It’s possible that reversing all you did to bring it down, might lift it back up again, and it might not. Again, research is needed, and the proper formulas for powering the pyramid will need to be applied (Tef-Naju and Chisisik should be able to help here in time).

So, heavily burdened dragging a war-chariot, a gold sarcophagus, and hoards of loot, you make your way back to the Jharna anchored some distance away in the dunes. Nidhi is absent, with a note that she left for town, and her grandma. Nevertheless, the ship is in good shape, and you’re able to load it with all your new found wealth, though a few things are lashed to the deck having filled the hold. You’re glad to get back on the ship for its elemental protection and shade as you steer back to the river and, eventually, Wati.

You reach Wati that very evening - Starday, Arodus 23, 4714. The hot desert air gives way to a cool breeze coming up river from the south. You see the lights of Wati dancing on the river as you bring the ship easily into the slip. With several kings ransoms abroad you don’t want to leave it to the doc-workers. As expected though, Abdur’s many eyes and ears lead him to the docs within an hour of your arrival, with a small hoard of men and women to assist you in any way they can.

It is good to be back in Wati, and the following days are a blur. Abdur provides an accounting of what you’re willing to sell, and it’ll set you up nicely in almost any manner you chose. The city government is excited by your exploits, as is the church. Both make it clear that should you chose to stay in Wati, difficulties will be smoothed for you by all manner of institutions grateful for what you have done.

It’s perhaps a fortnight before the invitation arrives - as you’re about to launch another expedition to the Slave Trenches. When it does, it does with a river barge loaded with dignitaries with a few with missions of their own, but one, a certain Muminofrah of Sothis, Fan Bearer on the Right Side of the King, and personal representative of Ruby Prince Khemet III takes the city by storm, as is her style. All of Wati seems to part for her magnificence, as she leaves her pleasure barge to seek you out.

She explains most formally and graciously that the Ruby Prince himself wishes to meet with the party to lavish praise and honors upon you at his palace in Sothis. She yearns to have you all join her on her riverbarge, especially Zilchus, but will acquiesce if you chose to take your own ship.

All of Osirion is safer for your actions, and all of Osirion, through the one true Pharaoh, wishes to thank you.

That’s all folks! It’s been a great ride, thanks for taking it with me. Feel free to make any last posts, or not, as is your wish. Congratulations on completing the AP!


3 people marked this as a favorite.
Roll20 Map - Treasure Sheet

As you carry Hakotep to his final resting place, you loot his corpse to find…
scroll of reverse gravity
scroll of time stop
amulet of natural armor +4
cloak of resistance +4
flail, +4 thundering
khepresh of refuge (link)
- Note, wearing this khepresh would be unheard of unless you were the Pharaoh of Osirion. It might also be viewed by that Pharaoh as an act of treason.
gold and emerald necklace worth 20,000gp
- Note, a half decent spellcraft reveals this is tied to the shield guardians. The wearer commands them. Or rather the one that’s left.

Stelle raises a valid concern, but Kosei is correct, the architect Chisisek and research told you how to destroy Hakotep - by placing the mask on his dead-dead form in his crypt. This is the process that was spoken of all those days ago.

You take the body back to his crypt, and place the Mask of the Forgotten Pharaoh, well, onto the Forgotten Pharaoh. The Mask now covers the visage of the one for whom it was fashioned 6,000 years ago. For a moment, all is silent in the crypt. Then, light seems to flicker within the mask’s sightless eyes before slowly expanding to cover its entire golden surface.

The light forms into a ghostly figure which rises above the pharaoh’s dead body - Hakotep as he appeared at the height of his reign: strong, determined, and ruthless. But then the form begins to dissipate, it loses shape, and slowly blow away like rings of smoke in a non existent breeze. Faint whispers of diminishing protest drift about the crypt, until they too disappear, leaving only the silence of a grave.

At long last, the soul of the Sky Pharaoh passes on into the afterlife and the judgment that awaits there. Your work is done. Hakotep is no more, and no longer a threat to Osirion.


Roll20 Map - Treasure Sheet

Florence provides Stelle with a little battlefield healing as Zilchus whacks at the mummy over and over again as it crumbles under his rain of blows!

Hakotep’s struggles fade, and while he was triumphantly free for a moment, it was fleeting. Much like his time as a mummy lord. His body crumbles a bit before settling and lying still, the fiery light quickly fading from his eyes. He has been vanquished.

The last remaining Shield of Hakotep stops moving also, its animus tied to its Pharaoh, now destroyed. It briefly looks to Florence for instruction, but looks away again before she can respond in any meaningfully way. It just waits.

-Hakotep - 16+ (destroyed)
Shield of Hakotep (blue) - 16+ (destroyed)
Shield of Hakotep (green) - 16+ (-51hp, retribution)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it requires a caster level check DC 28)
Chaosodile - 6 (-72hp)
Stelle - 3 (-58hp, fast heal 5 1/8r)
Anubis - 3 (-80hp, blind 2/5r)
Hetkoshu - 3 (destroyed)
Kosei - 2 (-44hp)

We are out of initiative. The room grows quiet save for the sizzle and soft falling fiery rain of ongoing spells.


Roll20 Map - Treasure Sheet

Florence gives a little good fortune to Zilchus, who slams into Hakotep, (DR 10 applies). Stelle provides boons to her allies as she sets up another run. Kosei’s rain doesn’t particularly effect Hakotep (resistance) but he does dispel the deflection and a bull’s strength.

Hakotep, clearly struggling now, breathes one more time at the Hetkoshu who has him grappled and unable to cast spells.
fire and slashing: 12d8 ⇒ (1, 8, 1, 4, 1, 1, 3, 1, 3, 7, 1, 7) = 38 and blind rounds: 2d4 ⇒ (1, 4) = 5 Reflex DC 27 for half damage and no blindness

The Hetkoshu is blown away by this third though weaker blast, having miraculously survived the first two. Its form is shredded by the fire and sand as it dissipates and fades away back into the primordial soup from which it came, freeing Hakotep from its deathroll.

Hakotep turns over and swiftly casts crushing despair (Will save DC 23) on Zilchus, Chaosodile, Florence, Stelle, and Anubis. Those who fail suffer -2 on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. (So disappointed they didn’t give him dimension door…)

Meanwhile, green moves up and, attacking over its masters body, swings at Zilchus.
green on Zilchus: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30 damage: 2d10 + 7 ⇒ (8, 10) + 7 = 25

- Round 8 -
Hakotep - 16+ (-284hp, blind, grappled, prone)
Shield of Hakotep (blue) - 16+ (destroyed)
Shield of Hakotep (green) - 16+ (-61hp, retribution, hasted 3, 7: 1d100 ⇒ 72)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-72hp)
Stelle - 3 (-63hp)
Anubis - 3 (-80hp, blind 2/5r)
Hetkoshu - 3 (-172hp, blind 2/5r)
Kosei - 2 (-44hp)

Next up - everyone!


Roll20 Map - Treasure Sheet

Yeah, I think, the way I read it, it's an attack as if you were attacking Hakotep. So all adjustments are carried over. Weird spell.


Roll20 Map - Treasure Sheet

The Chaosodile misses, and due to deflection the Chaosodile must make an attack on himself in the same manner as it attacked Hakotep.


Roll20 Map - Treasure Sheet

Florence double moves, closing the net on Hakotep one bit at a time. Zilchus steps up and hauls off on his Shield of Hakotep. He brings it down with his first swing - a confirmed crit! Stelle charges in even as the hetkoshu rolls around some more. Hakotep is shredding. Kosei attempts to throw the golem into the air but it seems heavier than expected and manages to avoid it.

Hakotep writhes, completely unable to get free and dizzy from being spun about. As Stelle hits him he shouts, ”There you are!” He breathes again in the same direction, sadly only connecting with the Hetkoshu.
fire and slashing: 12d8 ⇒ (1, 5, 5, 1, 8, 3, 8, 4, 8, 8, 7, 5) = 63 and blind rounds: 2d4 ⇒ (1, 2) = 3 Reflex DC 27 for half damage and no blindness

He spits a few embers of sand, and shouts triumphantly and sure of himself, ”That showed you!”

Green continues to clash with the Hetkoshu, trying to save its master from another death roll.
green on hetkoshu: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25 damage: 2d10 + 7 ⇒ (3, 8) + 7 = 18
green on hetkoshu: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38 damage: 2d10 + 7 ⇒ (9, 1) + 7 = 17
hasted green on hetkoshu: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30 damage: 2d10 + 7 ⇒ (8, 4) + 7 = 19

Green is displeased when it takes damage as well...

- Round 7 -
Hakotep - 16+ (-238hp, blind, grappled, prone)
Shield of Hakotep (blue) - 16+ (destroyed)
Shield of Hakotep (green) - 16+ (-61hp, retribution, hasted 2, 6: 1d100 ⇒ 44)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-72hp)
Stelle - 3 (-63hp)
Anubis - 3 (-80hp, blind 1/5r)
Hetkoshu - 3 (-136hp, blind 1/5r)
Kosei - 2 (-44hp)

Next up - everyone!


Roll20 Map - Treasure Sheet

Oh, I forgot to see where it had to step to avoid the blast...

1 is north: 1d8 ⇒ 7 So it shifts west slightly.


Roll20 Map - Treasure Sheet

Zilchus takes out the already wounded Shield of Hakotep with one mighty critical blow! Unfortunately he 5' stepped to get into position, and so cannot move though he has a move action remaining. His chaosodile is free to act as well.

Kosei, I forgot to move green up to swing on the Hetkoshu. Also with the ceiling at 20', I think the fallout should only be a 20' radius (not that it matters much in the circumstance). I've placed the geyser in its correct location - is it OK? Currently Anubis and Stele will take a little fire damage from the fallout (along with the Hetkoshu which is somewhat unavoidable), though if you delay until after Stelle, she may have moved.

Green reflex: 1d20 + 5 ⇒ (17) + 5 = 22 vs DC 22 (so I take 13hp total and don't get pulled upward this round)


Roll20 Map - Treasure Sheet

Florence attempts a little retribution from the green Shield of Hakotep, and succeeds! Zilchus, sending the chaosodile ahead, moves into position while his ally misses, ever so slightly biting his tongue. Kosei provides most of the party protection from electricity. Stelle shifts to the end of the group even as she moves into position, and summons a giant beast - the Hetkoshu! The mighty beast relishes it’s newfound life nodding with understanding to Stelle before attacks Hakotep with fury!

Spellcrash Will: 1d20 + 17 ⇒ (12) + 17 = 29 vs DC 22 (last round)
Green shield Will: 1d20 + 6 ⇒ (3) + 6 = 9 vs DC 24 Retribution Hex

”Ah, you are finally upon me!” Hakotep cries as he falls prone, and grappled. He takes less damage than he might (DR 10), but some of his mummified remains are definitely shredded. ”Let’s see if you’ve got anything left!” He shouts, supernaturally breathing fire and sand in a cone at the Hetkoshu, Anubis, and Stelle.
fire and slashing: 12d8 ⇒ (7, 5, 5, 6, 8, 2, 6, 5, 3, 5, 1, 7) = 60 and blind rounds: 2d4 ⇒ (4, 1) = 5 Reflex DC 27 for half damage and no blindness

As a free action, both golems seem to speed up (hasted)! Blue, still entangled, lashes out at the chaosodile.
blue on chaosodile: 1d20 + 21 + 1 - 2 ⇒ (10) + 21 + 1 - 2 = 30 damage: 2d10 + 7 ⇒ (4, 6) + 7 = 17
blue on chaosodile: 1d20 + 21 + 1 - 2 ⇒ (5) + 21 + 1 - 2 = 25 damage: 2d10 + 7 ⇒ (6, 10) + 7 = 23
hasted blue on chaosodile: 1d20 + 21 + 1 - 2 ⇒ (1) + 21 + 1 - 2 = 21 damage: 2d10 + 7 ⇒ (5, 7) + 7 = 19

Meanwhile, green closes with the Hetkoshu and attacks as well.
green on hetkoshu: 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 27 damage: 2d10 + 7 ⇒ (9, 6) + 7 = 22

Green is displeased when it takes damage as well...
- Round 6 -
Hakotep - 16+ (-102hp, blind, spellcrash, grappled, prone)
Shield of Hakotep (blue) - 16+ (-51hp, hasted 1, entangled, 5: 1d100 ⇒ 13)
Shield of Hakotep (green) - 16+ (-34hp, retribution, hasted 1, 5: 1d100 ⇒ 18)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-72hp)
Kosei - 4 (-44hp)
Stelle - 3 (-33hp)
Anubis - 3 (-20hp)
Hetkoshu - 3 (-22hp)

Next up - everyone!


Roll20 Map - Treasure Sheet

Stelle prepares the party for another round of spells, even as she rises above all, and procures and egg of her own (only one save needed for Stelle and Anubis). Florence hexes red, causing it to hurt itself when attacking. Zilchus takes two swings to down red… and he hits it one more time to be sure (Chaosodile has nothing to attack and may move). Kosei goes from the least wounded to the most in one fell swoop as he moves out of the way as much as possible (the spell covers floor to ceiling - 40’ bursts). He then hits blue twice - and for full damage, bypassing DR (the DR is adamantine and bludgeoning 10).

Shield red: 1d20 + 6 ⇒ (2) + 6 = 8 vs DC 24 or be retributed.

Hakotep chides, ”Nothing for me? Why at this rate, I’ll run out of spells before you even reach me!” That said, he seems to ponder his spell selection with some of his finest only effective with sight. He casts, and a column of electrical wind forms - floor to ceiling - blocking direct advancement.

Spellcraft DC 21:
He cast a version of Sirocco, a spell you’ve seen Kosei summon forth with some frequency. His however is electrical instead of fire based.
- - -

The two remaining golems hold their position, though blue continues to try and break free.
Shield Blue strength: 1d20 + 7 ⇒ (2) + 7 = 9 vs DC 22
Shield Blue strength: 1d20 + 7 ⇒ (7) + 7 = 14 vs DC 22

Spellcrash removes another spell from Hakoteps repertoire.

- Round 5 -
Hakotep - 16+ (-59hp, spellcrash)
Shield of Hakotep (blue) - 16+ (-51hp, entangled, 4: 1d100 ⇒ 91)
Shield of Hakotep (green) - 16+ (-23hp, 4: 1d100 ⇒ 74)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Stelle - 16- (-33hp)
Anubis - 16- (-43hp)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-32hp)
Kosei - 4 (-44hp)

Next up - everyone!


Roll20 Map - Treasure Sheet

Stelle slams into her golem three times (though no crit), doing some more damage as she whittles it down (DR 10 applies). Florence strips a spell away, or perhaps more? Zilchus swings thrice and hits each time, though he does significantly less than he’s used to (DR 10 applies). Kosei covers more of the ground in difficult to pass terrain, and does a little damage to the constructs.

Hakotep Will: 1d20 + 17 ⇒ (1) + 17 = 18 vs DC 22 (As I read the spell, he looses a 5th level slot even if he makes the save.)
Shield blue: 1d20 + 3 ⇒ (17) + 3 = 20 vs DC 22 for half and to avoid entanglement
Shield green: 1d20 + 3 ⇒ (16) + 3 = 19 vs DC 22 for half and to avoid entanglement
Shield purple: 1d20 + 3 ⇒ (4) + 3 = 7 vs DC 22 for half and to avoid entanglement

Purple melts into the obsidian slab beneath its feet as it succumbs to the combined might of Stelle and Kosei.

Hakotep laughs, not seeing a golem fall and apparently unworried about his spells draining away, ”Such weak attempts, it’s a miracle you’ve made it this far!” Sticking to what works, especially considering he cannot see, he casts another Meteor Swarm on the various corners of the room. Two of the fireballs completely miss the party in the back of the room, and Kosei is hit with two fireballs (they stack before reductions are applied, though you save separately for each fireball). Remembering that he can, he changes the 'fire' to 'electricity' so you're actually hit by lightning balls when they land!

Anubis, Stelle, Florence, and Kosei: 6d6 ⇒ (5, 3, 3, 2, 5, 5) = 23 (electrical damage)
Chaosodile, Zilchus, and Kosei: 6d6 ⇒ (4, 2, 4, 3, 3, 5) = 21 (electrical damage)

"Why don't you all call out so I can place you better on the battlefield." Hakotep chuckles.

Red continues on Zilchus
Red on Zilchus: 1d20 + 21 ⇒ (15) + 21 = 36 damage: 2d10 + 7 ⇒ (3, 9) + 7 = 19 (please track this damage specially - it’s very hard to heal)
Red on Zilchus: 1d20 + 21 ⇒ (12) + 21 = 33 damage: 2d10 + 7 ⇒ (2, 9) + 7 = 18 (please track this damage specially - it’s very hard to heal)

Meanwhile, the other two try to free themselves from their obsidian entanglement, though neither moves.
Shield Blue strength: 1d20 + 7 ⇒ (1) + 7 = 8 vs DC 22
Shield Blue strength: 1d20 + 7 ⇒ (7) + 7 = 14 vs DC 22

Shield Green strength: 1d20 + 7 ⇒ (17) + 7 = 24 vs DC 22

- Round 4 -
Hakotep - 16+ (-59hp, spellcrash)
Shield of Hakotep (blue) - 16+ (-23hp, entangled, 3: 1d100 ⇒ 22)
Shield of Hakotep (green) - 16+ (-23hp, 3: 1d100 ⇒ 43)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (-79hp, 3: 1d100 ⇒ 9)
Stelle - 16- (-10hp)
Anubis - 16- (-20hp)
Florence - 15 (-19hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-11hp)
Kosei - 4

Next up - everyone!


1 person marked this as a favorite.
Roll20 Map - Treasure Sheet

Stelle charges the clay shield guardian, slamming into it with much force, though not as much as she’s used to (they’re not evil, so no holy damage and they have DR 10). Florence tries to pin them down, and would have gotten them all, but for Desna’s averted face. Zilchus shields himself and summons help. Kosei summons a raging ball of sunlight, sufficient to purge the crypt of all the little mold and fungus that had been creeping in along the edges, and significantly harming Hakotep - blinding him!

Hakotep climbs the stairs to his throne before turning and facing the group (image). Mad with rage, he blankets much of the chamber in fire! Four fireballs streak from his fingertips to various places in the room forming a fiery pattern. Kosei is immune I think, sadly, but each of the rest of you must make Reflex DC 29 to take half of…

Anubis and Stelle: 6d6 ⇒ (2, 5, 1, 5, 3, 4) = 20
Florence: 6d6 ⇒ (3, 5, 5, 1, 2, 3) = 19
Zilchus and Kosei: 6d6 ⇒ (3, 5, 1, 2, 6, 1) = 18
Chaosodile: 6d6 ⇒ (4, 1, 4, 6, 5, 1) = 21

Spellcraft DC 24:
He cast Meteor Swarm.
- - -

”Even inconvenienced by your fiery sun, I shall not fail. YOU may not suffer but your allies surely will, and my pets will then mop up what’s left! Bring me my mask however, and even now I shall be magnanimous and spare your lives. Fail to do so, and not even your families shall be safe from my wrath! Your entire line shall be ended with my reign. It will be as if you had not even existed!”

Meanwhile, his ‘Shields’ go to work. Blue and Green also move out of the Hungry Earth while staying close to their Pharaoh, while the others engage their respective foes.

Purple stands its ground and swings back at the halfling who wounded it.
Purple on Stelle: 1d20 + 21 ⇒ (2) + 21 = 23 damage: 2d10 + 7 ⇒ (6, 1) + 7 = 14 (please track this damage specially - it’s very hard to heal)
Purple on Stelle: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 2d10 + 7 ⇒ (4, 4) + 7 = 15 (please track this damage specially - it’s very hard to heal)

Meanwhile, red charges Zilchus.
Red on Zilchus: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43 damage: 2d10 + 7 ⇒ (1, 9) + 7 = 17 (please track this damage specially - it’s very hard to heal)
citthreat Red on Zilchus: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36 damage: 2d10 + 7 ⇒ (1, 5) + 7 = 13 (please track this damage specially - it’s very hard to heal)

- Round 3 -
Hakotep - 16+ (-59hp)
Shield of Hakotep (blue) - 16+ (2: 1d100 ⇒ 63)
Shield of Hakotep (green) - 16+ (2: 1d100 ⇒ 43)
Shield of Hakotep (purple) - 16+ (-48hp, 2: 1d100 ⇒ 53)
Shield of Hakotep (red) - 16+ (2: 1d100 ⇒ 40)
Stelle - 16-
Anubis - 16-
Florence - 15
Zilchus - 6 (-17hp)
Chaosodile - 6
Kosei - 4

Next up - everyone!


Roll20 Map - Treasure Sheet

Sorry, the room is well lit with continual light sconces along the walls and bits of the ceiling. So everyone can see fine. :)

Except me.


3 people marked this as a favorite.
Roll20 Map - Treasure Sheet

Hakotep Reflex: 1d20 + 14 ⇒ (11) + 14 = 25 vs DC 26 for all of 59 and blind!

The clay golems are immune to magic (if SR can apply, it automatically fails)... and so take no damage from the blast. Hakotep, amazingly, has no SR and not even a guidance spell to block the blindness. Thankfully, he is not particularly harmed by bright light.

Nevertheless, he screams with rage as his eyesight is taken away from him, reducing many of his spell options!

Let me know if you decide to move from your spot there Kosei.


Roll20 Map - Treasure Sheet

GM Rolls:
1d20 ⇒ 17

Stelle boosts the party a bit as she retorts. Florence buffs as well and learns that the clay golems have no particular weakness, but there is a slight chance each round that they go berserk and will no longer follow the orders of Hakotep, instead attacking the nearest creature. Zilchus also prepares death ward as he mocks Hakotep. Kosei protects Stelle with Death Ward (seems a lot of it about!) as he too mocks the Pharaoh.

”The mighty Hakotep laughs at your attempts. Death has not kept my wife from me, and it shan’t now. You know nothing of her power! You think your Death Wards will protect you from my might?! It shall not!”

He gazes at the party, focusing first on Stelle a moment, before concentrating and instead changing to Florence. He smiles as the root of his power is so close at hand. He moves between his golems and commands a pair of them to attack as he casts a spell upon himself.

Spellcraft DC 22:
He cast Deflection upon himself. Nasty.
- - -

- Round 2 -
Hakotep - 16+
Shield of Hakotep (blue) - 16+ (1: 1d100 ⇒ 2)
Shield of Hakotep (green) - 16+ (1: 1d100 ⇒ 86)
Shield of Hakotep (purple) - 16+ (1: 1d100 ⇒ 51)
Shield of Hakotep (red) - 16+ (1: 1d100 ⇒ 66)
Stelle - 16-
Florence - 15
Zilchus - 6
Kosei - 4

Next up - everyone!


1 person marked this as a favorite.
Roll20 Map - Treasure Sheet

Sure, you can wildshape before crossing under the arch. You are a fire elemental for the speech. :)


Roll20 Map - Treasure Sheet

GM Rolls:
1d20 ⇒ 2

Stelle is able to knock the spears free, the lightning damaging no one - not even Zilchus. The party, spears in hand, advance under the arch and into the next room. As they do so, their ‘offerings’ disappear, and you hear a clattering to the west as you enter.

Nine wide pillars carved with hieroglyphs support the eastern end of this magnificent chamber. Eight huge limestone statues of vulture-headed humanoids standing at attention with spears at their sides line the north and south walls. Three paintings of falcons of increasing size grace the polished floor. At the western end of the chamber, a golden throne that shines like the sun sits atop a raised dais with two levels. On the lower level, are your offerings, placed at what would be the Pharaoh’s feet if he were in his throne. The ceiling is a vaulted 40’ high.

Standing by a complex scrivener’s wall in the northwest corner is Hakotep himself (image) at last! Stelle’s mummy sense is tingling for sure now. He holds the traditional crook and flail of Osirian rulership in his hands and wears a blue war crown, or khepresh, on his head. Though the Sky Pharaoh’s face is withered by mummification, traces of the handsome, imposing man he once was shine through, and it’s clear that the Mask of the Forgotten Pharaoh reflects his living visage. Florence feels a slight tug from her mask…

Four large, baboon-headed humanoid statues of glazed blue clay, clad in traditional Osirian kilts, their mouths open wide to display oversized fangs, stand near Hakotep’s throne. These statues are the Shields of Hakotep - shield guardian clay golems that stand stock still, awaiting the Pharaoh’s orders.

As you enter, he turns to you and shrieks, ”How have you made it this far? Where is my wife? Why does she not answer! Speak! I command you!!!” His dry raspy voice would carry phlegm, such is his passion, but his desiccated corpse has no such fluids.

He casts Mass Suggestion, before you can even react, and you all find yourselves facing a compunction to answer his question truthfully. Will DC 26 to resist if you wish to.

Knowledge Arcana DC 23:
You face four Shield Guardian Clay Golems (N Large Construct). One question for each five you beat the DC as usual.
- - -

(Save first please, then the knowledge check if you care to attempt it. Feel free to chat a bit, but I’ve gone ahead and rolled initiative, assuming a hostile response. For simplicity, I'm saying in round one, Florence delayed until after Stelle and Hakotep's first action was his casting. So talk to your hearts content, and then the party will go first.)

(I've moved you slightly into the room. Feel free to adjust your starting positions by 10'-15' or so prior to initiative if you wish.)

- Round 1 -
Hakotep - 16+
Shield of Hakotep (blue) - 16+
Shield of Hakotep (green) - 16+
Shield of Hakotep (purple) - 16+
Shield of Hakotep (red) - 16+
Stelle - 16-
Florence - 15
Zilchus - 6
Kosei - 4

Initiative Rolls:

Florence 1d20 + 6 ⇒ (19) + 6 = 25
Kosei 1d20 + 3 ⇒ (1) + 3 = 4
Stelle 1d20 + 3 ⇒ (13) + 3 = 16
Zilchus 1d20 + 4 ⇒ (2) + 4 = 6
Hakotep 1d20 + 6 ⇒ (10) + 6 = 16


Roll20 Map - Treasure Sheet

The jacinth gems will work, but you only have two of them I think, unless I missed something.

Assuming Zilchus returns for a spear, just to see how bad it gets...

Rounds: 1d4 ⇒ 3
Lightning: 6d6 ⇒ (3, 3, 5, 6, 6, 4) = 27
Lightning: 6d6 ⇒ (5, 4, 2, 4, 4, 1) = 20
Lightning: 6d6 ⇒ (3, 3, 5, 3, 1, 5) = 20

...and there's a reflex save (DC 28) for half. So I think you can get the spears safely with the Resist Electricity in place. I'll say you have the four spears with a little work, and a lot of hair standing on end on the part of Zilchus, but no real harm done.


Roll20 Map - Treasure Sheet

Zilchus finds nothing of particular interest in this ante-chamber, and Stelle finds no mummies within 60'.


Roll20 Map - Treasure Sheet

Kosei tries a number of Hakotep inspired themes, but none of it works - not even the swearing. However, when Florence steps up, well, the pillow talk worked, and the stone slowly settles into the floor and the way beyond is open.

A painted figure on the floor of this small chamber wears a traditional Osirian kilt, bears a covered offering platter in his hands, and has a device of some sort balanced on his head. Hieroglyphs carefully woven into the offering’s cover and the device balanced on the man’s head read, respectively, ”Those coming before Pharaoh must bring gifts” and “or abase themselves before a living god.”

Two arches exit the room to the north. The arch to the east is bordered with gold paint. A falcon with wings outstretched, clutching lotus blossoms in its claws, is carved in the capstone. The arch on the left is unadorned and much lower, only a couple feet high. To get through that arch, you’ll need to prostrate yourself and crawl.

Detect Magic and Spellcraft DC 25:
The larger arch, the one where you don’t have to prostrate yourself, is trapped. Unless the person entering is bearing a gift of 5,000gp or more, they’ll be zapped with a heightened Symbol of Pain (Fortitude save negates).
- - -


Roll20 Map - Treasure Sheet

Anselm Basri:
Anselm overhears a snippet of Lord Miragella’s last conversation as he approaches him. The person talking to the Lord made some fine comment about his family, and Lord Miragella simply beamed. Quite nearly glowing from the brief comment, he turns to you with a smile.*

He chats with you amiably ”My leanings? I’m not sure I know what you mean?” he looks genuinely confused a moment as he smoothly continues, ”If, by chance you mean the political activities of the Lady Lotheed, well, I’m not really involved in that you see.” he takes a cool sip of wine, ”I don’t involve my self in such matters. Politics is such a dirty game!” he laughs lightly, clearly not worried about his future.

(*You have learned Lord Petnik Miragella’s weakness - speak pridefully about his family or himself and gain a +4 to all social checks with him. You have also gained one influence for the party. You may attempt to influence him again, or depart and enjoy the rest of the party before the meeting.)
- - -

Major K’al:
You find yourself moving about the party, leaning more heavily on your cane than usual as your mind races to process what you have learned so far. It’s hard to know what it means. Do they mean to play with you and your loyalties? Take advantage of your station? Or do they really just need the help?

It’s hard to know.

(You have three social rounds if you wish to take them. You can learn Lord Petnik’s weakness, and/or try to influence him for the group. You may also simply enjoy the party as it winds to a close before your next noble encounter.)
- - -

Kamari:
The dice gods look unfavorably on poor Kamari as she tries to hobnob with the finer folk at the fete. Perhaps she should have stuck to the more common, salt of the earth, people as the nobles seem to snub your approach.

(Just three social rounds, not four, or am I mistaken about one of your earlier rolls?)
- - -


3 people marked this as a favorite.
Roll20 Map - Treasure Sheet

Stelle detects no mummies.

With a little discussion, the party will remember the ritual required to reunite Hakotep’s Ka (in the mask) with his Ba and Ib (in his body) came from the dead architect, Chisisek. If it is done while Hakotep is undead, he’ll become vastly more powerful, which is what he wants. If you do it after destroying Hakotep’s body, you’ll destroy him utterly and completely and he will be a threat no more.

Stelle opens the sarcophagus. The lid swings open easily to her lance prodding revealing emptiness, though its pillowed deep blue interior bears the impression that a body long rested here. A pillow inside the sarcophagus is embroidered with a symbol of a falcon clutching a lotus flower in each claw. Stitched hieroglyphs beneath the falcon read, “Unfurl your wings and seek the sky, Mighty Pharaoh!”

If you want to try for the spears, I’ll need acrobatics rolls from each of you (except Kosei who already made his), or some other plan (like knocking them loose from a distance, or having the protected Zilchus just grab ‘em and take the damage).


Roll20 Map - Treasure Sheet

Florence finds that each of the spears has an aura of strong conjuration and appears very similar to a heartswood spear, though this is simply the effect of magic auras cast on the spears to trick the unwary.

The spears slide easily out of the bony grip of the statues, but unless all four are removed simultaneously (doing so requires successful Acrobatics or Dexterity checks by four characters at the same time), bolts of lightning shoot from the metal tips of each spear for a few rounds.

The four spears are nonmagical but are made of solid gold with small chrysoberyl and red garnet beads inlaid in the spearhead and are worth 5,500 gp each. The sarcophagus is plated with gold and easily worth 30,000 gp to a collector or museum if you can transport it out of the pyramid.


2 people marked this as a favorite.
Roll20 Map - Treasure Sheet

That's a very cute cat you've got there! He seems very attentive from those first couple shots - staring straight at the camera. Awesome!


Roll20 Map - Treasure Sheet

To be clear, the lock is open, but the lid to the sarcophagus is shut. Why anyone could be in there...


3 people marked this as a favorite.
Roll20 Map - Treasure Sheet

Stelle opens the door to find a burial chamber.

The dazzling floor of this large crypt is made entirely of blended gold and platinum burnished to a mirror-like finish. Light reflected from everburning torches burning in golden sconces on the walls dances across the floor. Four statues of vulture-headed humanoids, fashioned from artfully arranged human bones, stand vigilantly at the corners, metal-tipped spears gripped in their bony hands. A large golden sarcophagus lies in the center of the crypt. The lid depicts a winged man in royal attire, crook and flail held across his chest, a blue crown featuring a rearing cobra on his head - Hakotep’s symbology. The lock that once sealed the lid is open.

(There’s no way to know this, but a cool note: the bones that make up the statues are from Hakotep’s many so-called treacherous siblings. They stand here guarding over his crypt for eternity.)


Roll20 Map - Treasure Sheet

The part searches the chamber for some clue as to the passphrase needed, but comes up empty. However, Stelle does notice a secret door in the southeast alcove - an extremely difficult to find secret door near Kosei.

The door is checked for traps in this trap-laden region, but none are found.


Roll20 Map - Treasure Sheet

The stone radiates magic as they all have, nothing new or special as far as Florence can make out. That said there seems to be a passphrase needed for this block. Speak the passphrase and the block will move out of the way.


Roll20 Map - Treasure Sheet

Zilchus gives the statue a couple good whacks, knocking off the pitcher arm, and pitcher. He doesn’t properly destroy the thing though out of concern that the Dispel Magic is a fleeting thing and the waters will regain their power after a short time. So the party moves on to the next room.

The watery channel ends in a large chamber with walls covered in paintings and hieroglyphs. There are deep large alcoves to the southeast and southwest, and a fat block of black stone sits in the west wall of the southwest alcove. Every single inch of the floor is covered by painted hieroglyphs and strange sigils in earthy colors.

The hieroglyphs and paintings on the walls sing the praises of Hakotep’s wars against the Shory. The writing on the floor primarily speaks of the terrible fate awaiting any who would disturb the Sky Pharaoh’s rest. Additionally, there are sigils on the floor, interspersed with the rest, which attract the eye of those with magical sight. The sigils radiate a strong necromancy aura.

Knowledge Arcana DC 29:
These symbols are associated with ancient Osirian curse magic that fell into disuse soon after the kingdom fell under the Keleshite yoke. Any living creature who walks on the floor of this chamber must succeed at a Will save or be affected by a heightened bestow curse (9th level, CL 18). Naturally, air walk avoids this particular trap as long as you’re careful.
- - -

The stone block on the southwestern wall is set with a symbol of a falcon clutching a lotus flower in each claw. This symbol was often associated with the Sky Pharaoh and you’ve come across it before while doing various research in Tephu. This symbol radiates faint abjuration magic.


Roll20 Map - Treasure Sheet

Zilchus suggests a few things while Stelle closely examines the first statue. She thinks she’s on to something, but she’s not sure how to implement it. (Disable Device check by someone who can overcome magical traps is required unfortunately.)

Kosei’s idea is also sound, and might just work, but he’d need to cast it on each of the three statues successfully. So he’d need three successes. He’ll know from his study of the magics the DC would be 29 for each - tough stuff. I’ll assume for now that he hasn’t cast on the statues as yet. The will DC for the mass suggestion is 28, and the will save on the water’s consumption is DC 21.

Florence suggests dispelling the water, not the pillars. While there’s a lot of water I think that approach might just work. Kosei’s attempt here fails, but Florences succeeds! The water is, at least temporarily, no longer cursed. You may freely drink it without harmful effect.


Roll20 Map - Treasure Sheet

That's awesome! Enjoy your new housemate!


Roll20 Map - Treasure Sheet

Looking up from your looting, you head to the eastern portion of the chamber. A pool of shallow, crystal-clear water fills this hallway beneath a low, arched ceiling (10’). Limestone statues depicting Osirian peasant women stand in the center of the pool, spaced along the length of the hallway. The westernmost statue pours a cascade of water from the pitcher in her hands as the scent of a desert oasis drifts enticingly on the air.

The water in the pool however, radiates a faint enchantment, as does the pitcher. For that matter so do the statues! The whole tunnel seems to glow softly with those with the eye to see it (Detect Magic). Must be some sort of diabolical magical trap, which Zilchus, using Stelle’s helpful pointers, discovers and Kosei helps to identify.

The first statute is harmless, the one pouring the water. However, the others all trigger mass suggestions to drink the water in the pool when passed within 30’. It takes a day to reset once triggered.

The pool itself? Well, anyone who drinks it suffers its ill effects: for each mouthful swallowed, the imbiber loses access to one of their highest-level prepared spells or spells per day (in the case of a spellcaster, chosen at random) or their most recently-acquired feat (for all other classes) for 24 hours. Quite a curse!


Roll20 Map - Treasure Sheet

Kosei steps onto the chariot and takes the reins. The manticores growl menacingly but do not lash out. Seems to be a normal, if very nice, chariot in Kosei's hands - though he can't seem to get it to fly, or drive itself.


Roll20 Map - Treasure Sheet

The general did indeed have much of value.
Arrows +1 flaming (x15)
Javelin of Lighting (x3)
Potion of inflict serious wounds (x2)
Full Plate +1
Greatsword +1 keen
Composite (+6) Longbow +2
Belt of incredible dexterity +2
Ring of protection +2

The manticore growl and roar as Zilchus approaches, but they do not attack him. The chariot has some damage (-15hp), but is in otherwise good condition, and rideable if you dare trust the mighty steeds pulling it.

Spellcraft DC 33:
It is a Chariot of the Conqueror (link) with quite a bit of power. You’ll have to disassemble it (removing the wheels) to get it through any 5’ hallways however. Takes about 5 minutes to get the wheels off or on - but is fairly easy to do.
- - -


Roll20 Map - Treasure Sheet

Kosei successfully launches a fiery bolt at the general. Zilchus snaps back, as does his chaosodile, doing a ton of damage (though there’s a LOT of DR on the croc’s attacks). Florence summons power from the sky and lightly slams her with it. Stelle, drawing on a deeper power, backs up and prepares to charge, but the general is already falling, crumbling really, as her bones collapse without animus.

Tawaret reflex: 1d20 + 9 ⇒ (2) + 9 = 11 vs DC 19 for all of 41

The general is dead.

General Tarawet - 18 (-317hp)
Chariot (-15hp)
Kosei - 17 (-40hp)
Zilchus - 15 (-30hp)
Chaosodile - 15 (-11hp)
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-56hp, fast healing 5 (2/8r))

We are out of initiative.


Roll20 Map - Treasure Sheet

Kosei summons divine fire, slamming the poor knight where she stands. Zilchus summons a chaosodile as he delays engagement. Florence ruffles Anubis’ fur as she draws on her powers of healing. Stelle repositions, trying to line up a charge.

General Tawaret tries to avoid the bulk of the column of fiery holy damage!
Reflex: 1d20 + 9 ⇒ (14) + 9 = 23 vs DC 22 for half of 63

She looks at Zilchus levelly as he summons an enormous croc behind her. ”I thought you had more honor. Very well, I will come to you!” She closes up with Zilchus, ignoring the croc (AoO from the chaosodile), and channels energy - healing herself and harming Zilchus and the chaosodile.

Channel Energy (harm): 6d6 ⇒ (1, 2, 4, 1, 1, 2) = 11 (Will DC 23 for half)

She frowns, clearly unhappy with the power of her channel.

- Round 4 -
General Tarawet - 18 (-132hp)
Chariot (-15hp)
Kosei - 17 (-40hp)
Zilchus - 15 (-19hp)
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-61hp, fast healing 5 (1/8r))

Everyone is up!


Roll20 Map - Treasure Sheet

Kosei unseats the charioteer even as he helps Anubis avoid death. Zilchus double moves up and protects himself further. Florence rushes forward and heals Anubis of some injury. Stelle helps to protect everyone and gives Zilchus an edge on his next attack as she tries to protect Anubis.

General Tawaret is clearly frustrated as she 5’ steps to get a better look at Zilchus. She draws some special arrows for him, to help her damage output.

bow on Zilchus: 1d20 + 24 ⇒ (19) + 24 = 43 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (2) + 12 + (5) + (6, 6, 3) = 34 (1d6 is fire, 3d6 is cold)
critthreat bow on Zilchus: 1d20 + 24 ⇒ (13) + 24 = 37 damage: 2d8 + 24 ⇒ (6, 5) + 24 = 35

bow on Zilchus: 1d20 + 24 ⇒ (11) + 24 = 35 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (1) + 12 + (2) + (1, 1, 5) = 22 (1d6 is fire, 3d6 is cold)
bow on Zilchus: 1d20 + 19 ⇒ (13) + 19 = 32 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (4) + 12 + (2) + (4, 2, 3) = 27 (1d6 is fire, 3d6 is cold)
bow on Zilchus: 1d20 + 14 ⇒ (13) + 14 = 27 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (4) + 12 + (1) + (3, 2, 5) = 27 (1d6 is fire, 3d6 is cold)
bow on Zilchus: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (6) + 12 + (4) + (4, 5, 4) = 35 (1d6 is fire, 3d6 is cold)

Lacking mobility, she then drops her bow and quick-draws her greatsword as she readies grimly for closure.

- Round 3 -
General Tarawet - 18 (-112hp)
Chariot (-15hp)
Kosei - 17 (-40hp)
Zilchus - 15 (-19hp)
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-66hp)

Everyone is up!


2 people marked this as a favorite.
Roll20 Map - Treasure Sheet

bow on Anubis: 1d20 + 24 - 1 ⇒ (17) + 24 - 1 = 40

OK, Anubis is still hit twice, but no crit-threat.

The chariot is an object, and not even really held by General Tawaret (she is not driving it), so I'm not sure any save applies. I am giving her a reaction though...

Reflex: 1d20 + 9 ⇒ (13) + 9 = 22

The chariot rises up beneath the great General in a most unseemly way! She reacts quickly, leaping off the chariot before it is flung into the ceiling and then flies gently to the floor. The manticore cry out painfully as they muddle about in their traces as the chariot comes to rest on the ground next to the General - who looks very angry indeed!

Falling damage (up): 4d6 ⇒ (3, 3, 4, 5) = 15


Roll20 Map - Treasure Sheet

Kosei, I am mistaken regarding Anubis' current AC - the 17 was a miss. Did you want to save the ability or use it on one of the other hits? Keep in mind that the 19 is a crit threat that I missed in my earlier post...

Also Air geyser works on "one creature or object up to Large size". Are you targeting the chariot (large) or the rider (medium)? SR is successful, I'll check the save when I know your plan.


Roll20 Map - Treasure Sheet

Kosei protects himself with fire as he steps into the room. Zilchus moves up and prepares himself, but learns nothing about the Manticore strangely enough (Knowledge Arcana). Florence begins to blink in and out of reality as she too moves up into position. Stelle draws first ‘blood’ on the undead creature, and then closes for a second bloodletting!

The sunder is interesting. Stelle gets a free sunder maneuver with an attack, but I’m ruling that the sunder needs to be a part of the attack, not separate from it. So you can only really sunder the general’s gear, not the chariot she rides - a separate target. To sunder the chariot, you’d need to attack the chariot. So Stelle can sunder her armor, weapon, etc. However, she does not quite connect with the sundering maneuver as General Tarawet lithely dodges out of the way of that particular blow (high CMD).

General Tawaret sees who her biggest threat seems to be, at least so far, as her chariot leaps forward to the next pillar. She launches a volley of arrows back at Anubis before turning and diving between the pillars on the other side and gaining a little altitude. (She has a whole slew of feats for this, so her chariot moves forward 20’ or so, she shoots, then it moves another 20’ around the corner. Totally unfair…)

bow on Anubis: 1d20 + 24 ⇒ (11) + 24 = 35 damage: 1d8 + 12 + 3d6 ⇒ (8) + 12 + (2, 2, 2) = 26 (3d6 is cold)
bow on Anubis: 1d20 + 24 ⇒ (19) + 24 = 43 damage: 1d8 + 12 + 3d6 ⇒ (4) + 12 + (1, 6, 6) = 29 (3d6 is cold)
bow on Anubis: 1d20 + 19 ⇒ (9) + 19 = 28 damage: 1d8 + 12 + 3d6 ⇒ (5) + 12 + (6, 2, 1) = 26 (3d6 is cold)
bow on Anubis: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 1d8 + 12 + 3d6 ⇒ (5) + 12 + (4, 6, 3) = 30 (3d6 is cold)
bow on Anubis: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d8 + 12 + 3d6 ⇒ (1) + 12 + (4, 3, 2) = 22 (3d6 is cold)

Stelle gets another AoO as the General moves away.

I believe Anubis will perish without some sort of intervention under the onslaught...

- Round 2 -
General Tarawet - 18 (-112hp)
Kosei - 17 (-40hp)
Zilchus - 15
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-125hp)

Everyone is up!


Roll20 Map - Treasure Sheet

That's great Florence! Cats are indeed awesome.


Roll20 Map - Treasure Sheet

The group, with various detections and observations active, heads to the end of the tunnel revealing an enormous hall ahead. Human figures wearing royal accoutrements drive a pair of chariots toward one another in the painting that covers the floor of this large chamber. A row of huge pillars in the center of the room support the enormously high ceiling (some 50’ tall!). A broad corridor filled by a pool of water heads east. A golden glow comes from that direction as well. What also attracts your eye, and ear, is a great general in full plate waiting for you on the other end of the hall.

Upon seeing you, she yells, ”Hup!” to her two ghostly manticores, controlled by beaded reigns. They take to the air, as she moves, and fast!

Knowledge Religion DC 27:
She is a female human graveknight. LE Medium undead (augmented humanoid, human). One question for each five as usual.
- - -

Knowledge History DC 27*:
You face one of Hakoet’s most accomplished generals, the charioteer General Tawaret. While she’s known for her bow, her keen greatsword is also spoken of in hushed tones.
- - -

The opposition flies, and with some incredible haste, as it covers half the hall, whirls around the pillar closest to the party, and retreats back into the hall. As she spins past the entrance, she gestures, and a cone of cold (though not the spell by that name) careens down the hallway.

I moved you all up in the hall a bit, following the drawings two of you made, and assuming the other two were hanging back a bit (and so are unaffected). Kosei, Stelle, and Anubis, please make DC 23 reflex saves against this blast of cold for half damage.

Cold blast: 10d6 ⇒ (4, 5, 4, 2, 2, 5, 5, 5, 3, 5) = 40

Her face is grim as she passes and she knocks an arrow for future rounds. Stelle, with reach and combat reflexes, may make an AoO as she drives by, to her mild surprise.

- Round 1 -
Good Folks - 18
Kosei - 17
Zilchus - 15
Florence - 14
Stelle - 7
Anubis - 7

Everyone is up!

Initiative Rolls:

Florence 1d20 + 6 ⇒ (8) + 6 = 14
Kosei 1d20 + 3 ⇒ (14) + 3 = 17
Stelle 1d20 + 3 ⇒ (4) + 3 = 7
Zilchus 1d20 + 4 ⇒ (11) + 4 = 15
Good Folk 1d20 + 8 ⇒ (10) + 8 = 18


Roll20 Map - Treasure Sheet

Zilchus circles the chamber, carefully examine it for secrets though he finds none - and is certain there are none to be found here.

Kosei slips to the corner and takes a gander at a loooong hallway, leading off into the darkness to the east.


1 person marked this as a favorite.
Roll20 Map - Treasure Sheet

Somewhere, a pharaoh laughs at his own bad joke as the walls slowly lower into the floor revealing a much larger pillared room with an exit to the north. The ceiling in the chamber is 30' high, though the exiting tunnel only 10'.


1 person marked this as a favorite.
Roll20 Map - Treasure Sheet

Florence thinks back, way back. There was a running gag in the deep history of Orsiriani dark humor. It had to do with doors though, and sometimes people, but maybe the idea is the same. The joke was popular with the security forces of the time. They’d come to a house they were to enter and shout, ”Speak my name and I vanish, what am I?” Then they’d kick in the door while shouting, ”Door!” Later, when things became a little darker, the joke was used by the people who had friends and family vanish during the purges by the dark inquisitors. They’d put peoples name in the joke, who had disappeared from their communities into the ranks of the slaves… or worse.

There’s no door here, nor an Osirian. So Florence thinks perhaps ‘Wall’ is the correct answer. In ancient Osiriani of course.


Roll20 Map - Treasure Sheet

The wise Kosei shouts 'Silence' at the walls, but they remain, and he's unsure of any historically relevant riddles.


Roll20 Map - Treasure Sheet

There is no real check, it's simply a guessing game. But I'll allow Knowledge History* checks for 'stupid riddles of the ancient Osiriani'. :)

The party talks reasonably to the chamber, but it does not seem to respond in any meaningful way. Nothing they say seems to trigger any secret doors or other egress.


1 person marked this as a favorite.
Roll20 Map - Treasure Sheet

The fungus is cleansed as the party lines up for the next teleportation chamber. You touch the cold and cloying darkness - and disappear!

You reappear in a bare square room, except for a detailed painting of a writhing serpent on the floor. The chamber smells of death, and has no apparent exits. The snake radiates an aura of moderate transmutation for those who care to look. The more perceptive among you notice that hieroglyphs are cleverly woven into its sinuously painted serpentine form from head to tail. They read, in ancient Osiriani, “Speak my name, and I vanish. What am I?”

Also, as with the last teleport pad, tracing the painted serpent with your finger will return you to the prior room. The ceiling is 30’ up in this otherwise small space.

(On the map, you’re near the NW corner. Just go a bit south and east, just a bit, and you’re there!)

1 to 50 of 2,426 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>