Mummy

Mummy's Mask GM's page

61 posts. Alias of Grolick.


RSS

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>

You're certainly free to head back out if you want, once you figure out how to get the bear back up the shaft.


Johari runs up to the trapped area of the floor and fiddles with it. There is some clicking sounds. He pulls back his tools and nothing more seems to happen.


As Locke gazes intently at the trap, trying to see if the trap has reset, he hears another "click" and another volley of darts comes down the hall.

darts: 1d20 + 12 ⇒ (18) + 12 = 30

Everyone in the hall takes
damage: 1d8 + 1 ⇒ (5) + 1 = 6

I'm sure that hits everyone.


Sorry, are you taking a 20 for a perception checK?


as Locke goes up to open the door, he hears a a 'click' under his foot. Suddenly a volley of darts shoots out down the length of the hallway. Everyone in the hallway is attacked by a volley of darts.

darts: 1d20 + 12 ⇒ (14) + 12 = 26

This will hit everyone's AC. Locke, Azeem, Rupert and the bear (and anyone else who hasn't moved their actual token to the hallway take

1d8 + 1 ⇒ (2) + 1 = 3


You see the door has another engraving of the individual, which seems to be in a chariot pointing at the door you exited from. The other door, now that you are inside, seems to point at this door. Not that the hand is actually extending in a 3D fashion from the door. But the engraving just seems to point that way.


Who has your light?


You do not notice any traps around you.


After spending 2 minutes on the door, you get it open and find a corridor.

The walls of this ten-foot-wide corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at either end of the hallway.

map updated


Azeem is apparently too weak to open the door even with a crowbar.


You do not find any traps on the door. Please give me a strength check as you try to open the door.


You notice nothing unusual


While you don't find any change you do find 2 pitons, a hammer and two flasks of achemist's fire. You also don't think the doors are trapped.


You're unable to determine the cause of death of time frame.


Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads straight up into darkness.


you think you've finally gotten him down to the bottom of the shaft.


You can feel the bear descend, this time in a controlled fashion, but he's still not there yet. One more roll.


If you want to raise or lower him, you'll need another check, as thus far you've only avoided having him fall to his death.


Krugor grabs the rope and stops the bear from falling all the way down in a freefall. The sudden stop with just a rope around it, hurts the bear, however.

sudden stopping: 1d6 ⇒ 1

However, the bear is not all the way down, and you're unsure how far it has left to go.


Azeem tries to lower the bear, and it starts to go down. Very quickly, he realizes that just tying a rope around a bear is NOT a very good idea. It's awkward and unweildy as he starts to lower. He then realizes he's probably not strong enough and the rope begins to fly through his hands and the bear plummets precipitously down.

Please make another strength check to prevent the bear from falling the entire way to the bottom of the shaft.


Yes, you can take a 10, but you still have to score high enough to make the climb check with your 10 (which you might).


Um, Azeem is down the hole/pit. I assume you plan to kick him later? everyone else is still up top.


Azeem tries to climb the rope. In the dark, he can't see how to properly grab the rope and slips and falls.

falling damage: 1d6 ⇒ 3


yes, you'll want a climb check to climb up


Azeem doesn't hit the floor. he gets to the end of his rope, but his feet have not found the floor.


The rope only extends 5 feet. It appears to have been cut off.

Rupert drops his light pebble down the hole, It looks quite a ways down, much past 30 feet.


Oursen finishes off the scorpion after biting it and then slicing it with a claw.

Rurpert still owes me a fort save for the attack and poison

The party managed to move the stone before the scorpion attack, and it reveals a room beyond.

This square room is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.

Map updated


Round 1
Krugor: 21
Azeem: 20
Rupert: 19
Monster: 19
Johari: 18
Oursen: 12


The creature attempts to sting Rupert

Sting vs AC14: 1d20 + 2 ⇒ (17) + 2 = 19
and he hits putting his stinger into him. Rupert needs a fort save on his turn
damage: 1d3 ⇒ 2

Everyone but Rupert who has not acted in the surprise round may go.

Working on a better tracking for PBP. Hopefully will be up for the first full round!


this is the surprise round, which only allows one action. You were moving the wheel, so you'd need an action to pull out a ranged weapon


Map upadated with the monster next to Rupert.


The four of you work on moving the wheel, straining to move it while Rupert and Oursen look on.

GM Stuff:

monster stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Johari Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Krugor Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Azeem Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Rupert Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Oursen Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Locke Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Some of you notice a visitor wander in from the outside.

monster init: 1d20 ⇒ 19
Johari initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Krugor initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Azeem initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Rupert initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Oursen initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Locke initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Kugor and Azeem can take an action in the surprise round before teh creature does, which is obviously some kind of vermin.


The four of you work on the wheel trying to get it to move. While you do that

[spoiler=GM Screen]
monster stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Johari Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Krugor Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Azeem Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Rupert Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Oursen Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Locke Perception: 1d20 + 4 ⇒ (17) + 4 = 21


The stone doesn't even budge a bit. It seems VERY heavy.

It appears as from the North side up to 4 people could try, but only 2 from the south.


The Stone seems quite heavy and does not move.


There do not appear to be any traps.


The two stone doors you entered through do not.

The stone wheel blocking the door appears as if you could attempt to roll it to one side.


ancient Osiriani:

The heiroglyphs on the walls tell the story of the person entombed here. Akhentepi was a celebrated military commander who presided over troops garrisoned in Wati before the city fell. There are also some definite word written here. "'Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods', 'The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,' and 'Turn back while you can'".

On looking at the wheel:

knowledge religion DC 10:

The spiral on the wheel is certainly a symbol of Pharasma. Two of the faces carved in the corner are also representations of her.

The other two faces:

knowledge religion DC 20:

These seem to be representations of Anubis, the ancient god of burials and mummifcation.

The wheel against the wall is 10 feet in diameter and about 6 inches thick of solid stone.


Azeem finds some purchase and struggles with the crowbar. Jahsi grabs the crowbar with him, and as they strain their muscles, the seal around the door slowly cracks, and the door eventually comes open.

You notice there do not seem to be any handles on this side of the door either. Clearly this was not designed for any entrance/exit.

This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in
stone tracks in the floor and ceiling.

Tactical map updated


The door does not radiate any kind of magic.


The Crowbar slides a bit into the slit between the doors. Johari and Azeem push against it, but nothing seems to budge. The door seems quite heavy and well sealed.


Johari does not seem to think there is anything to disable to allow the doors to be opened.


With only a couple of people digging, it takes over 2 hours to dig all the sand out of the way. They're all hot and sweaty by the time they are done. The bear decides after awhile the game isn't too fun and plops down.

Once the sand is removed, there are two slabs of a door in front of you with no handles visible.


It's a fair amount of sand. but it might be doable without shovels


Do you guys actually have shovels? >LOL


No evil is detected.

Locke notices that there is writing in Ancient Osiriani on the outside of the building. It seems this is the tomb of someone named Akhentepi, who lived from AR 2416 to 2488.

The doors are 10 Ft tall and made of solid stone. Locke believes it is most likely these have hidden hinges inside the door. There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that the doors were meant to be sealed permanently and not intended to be opened again. There are signs of a crowbar or similar tool having been inserted between the doors at some point.

The doors appear to be impossible to open without clearing out some of teh sand in front of them.


Who here has ancient Orsiriani as a language?


If you plan to buy anything today, please do so in your next post.

The next morning, the party packs in by the gates along with most of the other adventuring parties early in the morning, everyone waiting to get access to the Necropolis.

As the gates open, there is a huge press to enter, but soon it begins to thin as groups separate to find their assigned locations. Using the provided map, you find yourself in the Eastern section of the necropolis.

When you arrive, a rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.


The assignment just give you a location and nothing else.


As people don't travel into the walled off area, no one is able to provide you any real information about your site, sadly.

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>