GM Dak - Mummy's Mask

Game Master Dakcenturi

Chapter 2: Empty Graves
Part 1: And Lo, The Dead Shall Rise

PANIC LEVEL: 13

Pics / Maps / Loot & Notes

Starting Day: Oathday, 26th of Pharast, 4714
Current Day: Oathday, 2nd of Gozren, 4714


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Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

The newly-named adventuring group Pharasma's Seekers makes its way out onto the streets of Wati. Just northwest down the street they finds themselves in the Sunburst Market. From this location you can actually see the Grand Mausoleum rising up just to the south of this enormous open-air market, which forms the bustling heart of Wati. Decorated pillars mark out a regular grid, and various merchants hang attention-grabbing banners and samples of their wares from the painted sandstone columns. The plaza is a maze of tents and tables that display goods ranging from artwork, cosmetics, and food to weapons, poisons, and magical tomes. Traveling merchants from neighboring cities have come to the sunburst market to ply their wares. A group of guards called the “Marketwives” patrol the market, watching for pickpockets and thieves.

If you have any last minute purchases feel free to do so in the discussion thread and if you want work it into a later post: “Luckily I bought this length of rope right before the lottery...” All of the adventuring gear and armor from the Core Rulebook is available here, and a lot of less common things as well (just ask), as well as all simple and martial weapons and many exotic ones. Also potions, scrolls, etc. Within this next part there are a bunch of different possible checks to be made at different points, and you can feel free to interject asides amongst yourselves during the speech during those points as well

After some time in the market, realizing it must be nearing noon, Pharasma's Seekers make their way to the Grand Mausoleum. The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

Knowledge (local) to know more about Sebti

Sebti the Crocodile rises to her feet, and the ceremony begins. She seems surprisingly young to hold such a distinguished position, but she has a confident air of authority. After calling for silence she begins with an invocation to the Lady of Graves, followed by a brief history of the founding of the Necropolis.

Another shot at Knowledge (history) and also Knowledge (religion) for everybody.

"Let the lottery begin! Although many of you have requested specific sites to explore, we must leave these matters to fate. The Lady of Graves is a far better judge of destiny than we of this mortal sphere. The gates of the necropolis will open at sunrise tomorrow. Use this evening to prepare yourselves for the task ahead. Let these rules guide you in your endeavors.

Remember how this came to pass. The Plague of Madness was unleashed upon the city of Wati while religious authorities were engaged in infighting. This rule is a reminder that the necropolis remains a holy place, and those who engage in needless conflict and banditry are not only criminals, but accursed.

Every slave's hut is a memorial. Every structure within the necropolis is a testament to the people who lived and died in the city. Explorers must not desecrate or vandalize standing structures and tombs, but preserve them as the memorials they were intended to be. Some structures may be trapped or decrepit, but willful and unnecessary destruction will not be tolerated.

Honor the departed. The dead should be treated with dignity and respect. If the interred need to be disturbed to recover an antiquity or relic, they should be returned to their resting places carefully. It is understood that the ancient dead are often brittle, but there is no need for the contents of a sarcophagus to be summarily dumped on the ground. This rule does not apply to the undead or other abominations.

Failure to comply with these rules can result in, but is not limited to, expulsion from the necropolis, a ban on continued exploration, seizure of recovered valuables, and arrest and prosecution by local authorities.

May you go with the Lady's Blessing”

As she concludes, her acolytes begin to draw tokens from the hat, each representing a group. As each name is called, the leader goes forward to collect a scroll with their location.

Some of the groups she names are as follows: The Cryptfinders, The Daughters of the Desert, Dog Soldiers, The Sand Scorpions, Chaundren's Champions, The Amethyst Dragons, The Flickering Four, The Scorched Hand, and finally, Pharasma's Seekers. Laroisael goes and returns with a scroll assigning you to the Tomb of Akhentepi, with a map marking the location in the Necropolis.

With that, the Lottery was over.

You can make a Knowledge (local) to see if you know about any of these groups. Otherwise let me know if there is anything you guys want to do before morning.


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

Fitliss tells everyone what he learned with his Diplomacy check now. Other than that, he just continues to the streets until it is time to sleep. That is, barring a knowledge result he wants to act on.

Let me know if you'd prefer I paraphrase or if I can just copy the contents of my spoiler. I am also not entirely sure what you meant with all those knowledge checks, but I'm going to roll history and religion under the assumption that they are all available. If not, my one check would be history on account of the higher bonus.

Knowledge (history); Knowledge (religion): 1d20 + 6 ⇒ (11) + 6 = 171d20 + 4 ⇒ (11) + 4 = 15


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Fitliss Phitzinger wrote:

Fitliss tells everyone what he learned with his Diplomacy check now.

Let me know if you'd prefer I paraphrase or if I can just copy the contents of my spoiler. I am also not entirely sure what you meant with all those knowledge checks, but I'm going to roll history and religion under the assumption that they are all available. If not, my one check would be history on account of the higher bonus.

[dice=Knowledge (history); Knowledge (religion)]1d20 + 6;; 1d20 + 4

You guys can make each check that is a trained skill. DC 10 won't get you anything you don't already know, but you can make all the checks if you have the skills trained.


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

Selassie gives her companions a serious look when the rules are enumerated "Mark the rules well."

Knowledge(history);Knowledge(religion);Knowledge(local): 1d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (2) + 5 = 71d20 + 6 ⇒ (16) + 6 = 22


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Before they set out Aliva will run back upstairs and gather her adventuring gear. "I Might as well look the part if we are going to be given a chance at the Necropolis"

perception: 1d20 + 5 ⇒ (7) + 5 = 12 To watch the other groups levels of excitement at their chosen locations.

After the final name is read out and all the people start to turn away from the spectacle Aliva turns to Selassie "So the spot we got, do you know anything about it?

K.Religion: 1d20 + 6 ⇒ (15) + 6 = 21


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

Knowledge(Local) about Sebti: 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge(Religion): 1d20 + 5 ⇒ (13) + 5 = 18
Knowledge(Local) about the groups: 1d20 + 5 ⇒ (9) + 5 = 14

Ai'sha shares what she learned before with the group, she then spends some time at the markets before returning to the Tooth and Hookah, where she hangs out for the night and rests.


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

Irakelesh wanders around the market with the rest of the group, curious with nearly every item he sees. Soon he finds himself nearly bouncing with excitement waiting for the lottery.

Knowledge(history): 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge(religion): 1d20 + 8 ⇒ (1) + 8 = 9

"Woohoo!" Irakelesh shouts when he sees the name of the tomb they got. "Akhentepi! That's the one I wanted. I don't really know anything about the guy. But the name sounds exciting."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Knowledge (local) for Selassie

Spoiler:
Local 22: You have heard of many of the other adventuring groups. Some of them formed in the past week or so right here in Wati, just as your group so recently did. You've heard nothing but bad things about the Flickering Four and the Amethyst Dragons. They are said to be the type just as likely to rob other adventurers as rob tombs. The Scorched Hand is made up of Nethys worshippers. The Sand Scorpions are a band of four rogues and a magus, led by an alchemist, a woman named Black Kiss.
I should also note that you already know pretty much everything Aliva knows about Sebti the Crocodile. In fact she basically has been your superior and you may have a personal relationship with her if you would like. You certainly know her to a certain extent. It is even possible that she was the midwife that saved your mother's life during your sister's birth. You also know a fair deal about the Grand Mausoleum that you can find in the spoiler for Fitliss and Aliva as well.

Perception and Knowledge (religion) for Aliva

Spoiler:
Perception 12: When the Scorched Hand is called, the woman who accepts their scroll is obviously angry, and glares at Sebti and her acolytes as she goes to, and returns from, the stage.

Religion 21: While Pharasma is the chief religion of Wati in the present day, other faiths have or have had strong presences here as well. The city's foundation was originally laid by mages and clerics of Nethys. Until the Keleshite Interregnum the Osirian pantheon was also important. Osiris, Ra, Set, Isis, and many others made up this pantheon. There is still a shrine to one of those gods, Wadjet, where the Asp and Crook rivers mingle to form the Sphinx River, a river that Wadjet traditionally symbolized. Abadar worship is also important here, and the Sanctum of Silver and Gold serves as his temple.

Knowledge (local) checks for A'isha

Spoiler:
Local 24: Sebti the Crocodile, High Priestess of Pharasma in Wati, has been high priestess for a decade, and it is said that she does not get along with the city's nobility. She rose from the common rabble. Her father was the keeper of Pharasma's sacred crocodiles, and she was largely self-educated. Sebti has been a constant thorn in the side of Wati's nobles because she preaches a doctrine of personal fulfillment rather than happiness, wealth, or achievement. She invariably sides with the common citizenry on government matters, making her popular with the common folk but loathed by the rest of the council and even some members of her own faith.

Local 14: You recognize the name Dog Soldiers when their halfling leader approaches the stage. You heard of tales of them in Sothis. They are a mercenary band of halflings known for training dogs to aid in their fights.

Knowledge (history) for Irakelesh, Fitliss and Selassie (Laroisiel can read this too)

Spoiler:
You guys know the basics that Laroisiel knew from before. Here is a more fleshed out version from the book:

In 1608 AR, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the confluence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu.

But Wati’s destiny was forever warped in 2499 AR, when the cult of Lamashtu unleashed the Plague of Madness among the city’s thriving populace. Many of those whom the fever did not immediately kill were driven to murderous insanity, and within months, more than half the city had fallen in painful, anguished death. Most of the survivors fled Wati to make new homes elsewhere, but a stubborn minority remained behind, determined to reclaim their city. But even once the plague had run its course, their livelihoods collapsed as An and Tephu took over Wati’s once exclusive trade routes, and their floundering community struggled against recurring outbreaks of the undead from the city’s many abandoned buildings-turned-tombs.

It took almost half a millennium for Wati’s fortunes to reverse thanks to the church of Pharasma. With the tacit permission of Osirion’s Keleshite sultan, a Pharasmin priest named Nefru Shepses marched on Wati in 2953 AR with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, beginning with a new, monumental temple to Pharasma called the Grand Mausoleum. Over the next 30 years, Nefru Shepses and his followers recovered the bodies of those slaughtered in the Plague of Madness from their hasty, makeshift graves and the Pharasmins walled off that portion of the city that had been abandoned, transforming it into a metropolis of makeshift tombs. Thousands of corpses were given formal burial rites and reinterred in this dead copy of the living city, which continues to serve as Wati’s necropolis today.

The consecration of the city and its necropolis revitalized Wati, and though it never reclaimed its dominance among the cities of the south, over the next 1,700 years Wati grew until its necropolis—once more than half of the city— took up less than a quarter of the city’s total area. Today, long after the necropolis’s completion, Wati continues to produce a great variety of grave goods for Osirion’s honored dead. A steady stream of burial figures, canopic jars, embalming fluids, prayer books, and sarcophagi sail downstream on the Sphinx, outpacing Wati’s crop and textile exports. Even Wati’s criminal underworld revolves around death, as competing gangs regularly raid the necropolis for valuables and even human carrion.

Knowledge (religion) for Fitliss and Aliva

Spoiler:
Both Fitliss and Aliva have heard about the Grand Mausoleum before. Rivaled in size and importance only by the High Temple of Pharasma in Sothis, Wati’s temple of Pharasma dominates the cityscape and handles the business of the city’s births and deaths, as well as the details that occur in between. Since the Lady of Graves eclipsed Nethys and Abadar as Wati’s patron deity, her followers have assumed control over much of the city’s infrastructure, and have combined the Grand Mausoleum into a cross between a house of worship and city hall. All final decisions are still made by the city council and overseen by the haty-a—the pharaoh’s personal representative—but council meetings and the day-to-day affairs of state are held within the sprawling complex. The temple’s high priestess is Sebti the Crocodile. In addition to the temple’s clergy, the Grand Mausoleum hosts an arm of the militant wing of the church called the Voices of the Spire, dedicated to eradicating any undead within the city’s sprawling necropolis. They are led by the humorless Nakht Shepses, a bastard son of the influential Shepses line.


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

"I don't know anything about this specific tomb. I do know something about some of the other groups. We should be careful of the Flickering Four an the Amethyst Dragons, they are said to be trouble and apt to rob other groups for their treasure. The Scorched Hand worship Nethys, the Sand Scorpions are several roguish types and a magus, led by an alchemist calling herself Black Kiss."


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

Fitliss doesn't think anything he remembers would be worth the time explaining to the group, so he heads back into the city to ask around some more. Specifically, he goes off of what Selassie said and asks about the party composition of the Flickering Four and the Amethyst Dragons, as well as Black Kiss.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

"We shall heed your warning Selassie about the other groups. So do we get a map or anything about the potion of the Necropolis that we are going to enter? How can we plan out this trip?"


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Results of Fitliss's Diplomacy check to gather information

Spoiler:
Fitliss Phitzinger wrote:

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

Some of the locals recognize Fitliss as an adventurer, and the talk almost invariably turns to the Necropolis. Many locals are hopeful that all this adventuring will put an end to the infrequent but deadly attacks visited on the living part of the city by various monsters who live in the Necropolis, but others are afraid it may just stir them up. In particular there are known to be a large number of ghouls to be found there, so great a number in fact that they have organized into gangs, whose macabre names are rumored to include the Walkers of Nimret, Sunset in Red, and the Lapis Dogs. Other threats include monstrous vermin and all sorts of aberrations. There is even said to be a passageway to the Darklands somewhere in the Necropolis, which would explain the occasional appearance of skulks and sometimes dark folk in the Necropolis.

The priests of Pharasma do patrol the Necropolis, but they only deal with anything they meet on the streets and do not typically go into the buildings to seek out trouble.

Aliva Kulthane wrote:
"We shall heed your warning Selassie about the other groups. So do we get a map or anything about the potion of the Necropolis that we are going to enter? How can we plan out this trip?"

I updated the map of Wati, which I will re-link here. You should see a black X on a building just east of marker #20 and just north of marker #1, in the Necropolis just to the south of Bargetown. This is the location of the Tomb of Akhentepi.

Trips into the Necropolis really won't take terribly long as far as travel time; if my math is right you should be able to reach the tomb of Akhentepi in about 10 minutes from the main gate of the Necropolis, and it is on the far side of the place.

There is supposed to be a random encounter for every hour you spend in the Necropolis, but to simplify I will just roll one for every trip (unless for some reason you camp in the Necropolis), and then roll to see it happens on the way in or the way out.

Let me know if anyone else has anything they would like to do between now and sunrise, otherwise I can fast forward a bit and we can begin our first dungeon crawl. At this point you can make more Diplomacy checks to gather information or Knowledge checks, but I want them to be more specific or directed questions since you have a lot of small bits of information so far.

Updated map of Wati


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Aliva really has nothing to buy right now, "I spend my last coins to get here, now is my chance to get some more and maybe further Milani's faith in this city."

Aliva will stay with the group till they are ready to head back and prepare for the journey tomorrow.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Okay I'm back

Laroisael will stay with the group, gathering her stuff and planning out for the journey.


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

After the lottery Irakelesh mentions that he needs to pick up a few more items in the market. He meanders through the marketplace handling nearly everything he sees and talking almost nonstop. "This scarf," he says to whoever is listening while holding up a brightly colored and patterned peice of cloth, "has an interesting design. See the different colors and shapes? This is something I saw a lot of when we stayed in Vudra. If I remember correctly, this signals one of the richer families too." Just as quickly he drops the scarf and moves on to the next stall. "And this cup? I'm certain that it came from the north. I mean look at this depiction of snow covered mountains. You don't see that around here!" And then to the next stall...

Along the way he buys a few items for the adventure. Before long his backpack is stuffed full and he returns to the Tooth and Hookah and little bit tired and a lot bit excited.


Male Human

By and by, the party goes to their rest at the Tooth and Hookah.

As sunrise approaches the next day, the Seekers of Pharasma gather their equipment and gear in the common room of the Tooth and Hookah. Farhaan is excitedly bringing out food, encouraging the group that they get a good breakfast in them before setting out.

A man called Sheb, one of the tavern's patrons and a man the group has seen around off and on the last couple of days is talking about the Necropolis to anyone who will listen:

“Oh yes, there are more dangers than tomb guardians and curses and dead things in that necropolis, I'll tell you,” he whistles through his teeth, “My uncle was an explorer back in his prime. He's poked around every corner of the desert–once even he back with an emerald the size of a peahen's egg.

Anyway, he was always telling stories about how big statues would suddenly spring to life and chase him out, but the weirdest one was about an old guy who nearly bled out from paper cuts when a shelf of scrolls leapt off their shelves, wrapped him up, and dragged their edges across his whole body. So be careful out there, and don't trust anything but your instincts.”

Farhaan smiles, and helps the group carry their backpacks to the door.

“I hope to see you again tonight, I will keep the light on for you. Good luck my friends.”

With that, the party heads to the Necropolis. At the gates of the Necropolis they group is stopped by a group of well-armed and armored Pharasmins, members of the Voices of the Spire. Their leader, Nakht Shepses, stands by, eyeing eye party as their papers are checked and they are allowed to pass, his hand on his khopesh. Pharasma's Needle, a great obelisk that stands just inside the walls, dominates the skyline.

You can make a Knowledge (religion) or (local) to know more about the Needle. Here is a link to a picture: Pharasma's Needle.

The sturdy stone buildings of Wati's necropolis were once part of the living city, and even now could still be mistaken for apartments, estates, shops, or tenements if not for the faded paint and desert sand piling up in the streets. Separated from the rest of the city by high stone walls inscribed with prayers and blessings, the necropolis has an outward appearance of beauty and repose. The dusty streets seem empty of life.

The party arrives at the site. 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 the 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 doors are 10 feet tall and seemingly made of solid stone, with no visible handles or hinges. Anyone who can read Osiriani reads the name Akhentepi engraved on the doors along with the dates of his birth, in 2416 AR, and death, in 2488. You can give me a Knowledge (engineering) and/or Perception check at this point to investigate the door.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

k.religion: 1d20 + 6 ⇒ (5) + 6 = 11

Aliva will walk up to the doors "Lets hope he is laying peacefully."

She will look the door over then turn back to the group, "How do you purpose we get this open?"

perception: 1d20 + 5 ⇒ (2) + 5 = 7


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

Knowledge Religion: 1d20 + 4 ⇒ (9) + 4 = 13

Fitliss tries to push the doors open just in case. Assuming that doesn't work, he casts detect magic.
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6

If none of that works, he turns to Irakelesh. "Didn't you say something about being good with ancient Osiriani doors, or was that just the secret ones?" ;)

Edit: Interesting, my wifi decided to mess with me and scrap the post, I ended up on the homepage, but it still managed to keep the same rolls.


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

Knowledge(Religion): 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 ⇒ 10

"These don't look like they can be simply opened..."

She gets close to the door.

"Maybie if we remove this sand we can find another entrance?"


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

Know(Local),Know(religion): 1d20 + 6 ⇒ (12) + 6 = 181d20 + 5 ⇒ (14) + 5 = 19

"This is the place."

Selassie carefully examines the door.

How about I just take 20, I'm allowed to take 20 right?


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

Knowledge(religion): 1d20 + 8 ⇒ (18) + 8 = 26 for the needle
Knowledge(engineering): 1d20 + 10 ⇒ (19) + 10 = 29 for the doors

Free inspiration on Knowledge(religion): 1d6 ⇒ 6
Free inspiration on Knowledge(engineering): 1d6 ⇒ 3

"Hmm. Interesting doors." Irakelesh follows Ai'sha as she investigates the doors. "I'm sure there is just some secret way to open them. Hah. That is probably the first part of the adventure!"


Male Human
Selassie Radwan wrote:


How about I just take 20, I'm allowed to take 20 right?

Yes, but it doesn't look like it will be necessary.

Pharasma's Needle (Irakelesh and Selassie)

Spoiler:
Pharasma's Needle stands proud in Wati's necropolis, greeting mourners as they come to emtomb their loved ones in the famous burial site. Seventeen hundred years ago, while the Pharasmin priest Nefru Shepses begain the process of rebuilding the city, along with sealing away the dead part of the city from the living and consecrating the Necropolis, a stone from the heavens streaked through the sky plunging into the cool waters of the River Sphinx. Nefru Shepses decreed the celestial event was an omen of favor from the Lady of Graves, and he ordered workers to retrieve the stone from the riverbed. Stonecutters sculpted the meteorite into a capstone fro an obelisk, to be set in the city's new necropolis as a symbol of Pharasma's blessing for the city of Wati.

Upon further investigation of the door, Selassie and and Irakelesh come to the conclusion that the piled sand will need to be removed before the door can be opened. Additionally, Irakelesh can tell that the doors are on concealed hinges and swing outwards. There are 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. However, Irakelesh also notices signs of a crowbar or similar tool being inserted between the doors at some point.

The sand will take about an hour of sweaty work to clear away. Then it will be a matter of forcing the heavy doors open. Using a tool such as a crowbar would probably make it easier. If you want, one person can make the primary roll, and the others can try to aid. Please specify who is aiding whom; if you don't I will generally assume whoever has the highest Strength score will be the one making the check, while the others will be aiding.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Aliva will look around the opening for any tools that they can use to help with clearing the sand and opening the door.

perception: 1d20 + 5 ⇒ (16) + 5 = 21

If nothing found:
"I will run back to the Inn and borrow a broom or 2 from them so we can clean this up faster."


Male Human
Aliva Kulthane wrote:

Aliva will look around the opening for any tools that they can use to help with clearing the sand and opening the door.

perception: 1d20 + 5 ⇒ (16) + 5 = 21

You don't find anything. If you want to run back to the inn it will take you about 25 minutes, there and back again. The group would have a lot of the work done already, but you would probably cut a few minutes off if you went and got shovels. I wouldn't recommend going off alone like that though.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Scratch that then.

Aliva will get down on her hand and knees and start to clear the sand from around the door, pulling out her dagger to help with clearing under the door as well if possible.


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

The gnome is strongest! :P

Fitliss gets on his knees and starts shoveling with his bare hands, since he has nothing to shovel with.


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

Selassie joins Aliva in using her dagger to scrape sand out from under the door. She also reminds people to drink lots of water and refills waterskins as needed.


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

"I guess this is just too much sand to blow away with magic.", she sighs, joining the group at the task of removing sand.


Male Human

The group gradually clears the sand away from the doors.

Go ahead and give me strength checks to open the doors. Does anyone have a crowbar?


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

Fitliss doesn't have a crowbar, but he does have a 10 ft. long wooden pole.

Strength: 1d20 + 2 ⇒ (13) + 2 = 15


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

Ai'sha tries to help Fitliss in opening the door.

Don't remember if i have to roll for it.
Strenght(?): 1d20 - 1 ⇒ (2) - 1 = 1


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

Selassie also tries to help.

Strength(aid another): 1d20 + 1 ⇒ (6) + 1 = 7


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Aliva will lend what muscle she can.

strength check: 1d20 + 0 ⇒ (13) + 0 = 13


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

Once the sand is cleared away Irakelesh studies the door. "I think if we push right here," he indicates a spot, "and pull here," he points out another spot, "then I think it will work."

Strength,inspiration: 1d20 ⇒ 131d6 ⇒ 2


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

sorry got busy

Laroisael will try to aid in her strength.

Strength check: 1d20 + 1 ⇒ (17) + 1 = 18


Male Human

Try as they might, the Seekers of Pharasma cannot seem to get the doors open.

The strength check is a DC 25, or a 20 with a crowbar. Since Fitliss was the one doing the check, and there were three successful aids, Fitliss got a 21 total, not quite enough. The ten foot pole is too large in circumference to be wedged between the doors, by the way.

If you would like you can just take a 20 and eventually you'll get them open. I am going to roll for another random encounter since you have spent more than an hour in the Necropolis.

1-35 is a random encounter: 1d100 ⇒ 77


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

I was thinking more battering ram, but come to think of it, it's probably too thin for that.

Fitliss sets his feet, cracks his knuckles and takes 20.


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Aliva will grab hold and help pulling the pole to open the door.

Aid Another: 1d20 + 0 ⇒ (6) + 0 = 6


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

"This door is more stuck than I thought it would be. I am certain that if we apply the right pressure here," he points to a spot near the seam, "that we'll be able to pull it open. Here. Let's try again."

Aid another: 1d20 ⇒ 6 Can't use inspiration on this same check again.


Female Human Bard (Dervish of Dawn) 5 | hp 41/41 | AC 17, T 13, FF 14 | F +3, R +8, W +6 | Init +3 | Per +5 | BPerformance: 14/14 | Spell Slots: 1st - 5/5; 2nd - 3/3

Ai'sha used all her strenght to try to open the door, but all she managed to do was push herself away from the door, her feet sliding in the sand.

"Urgh! It's all because of this *pant* damned *pant* sand!"

She catches her breath and adjusts her stance before trying a second time.

Strenght(AidAnother): 1d20 - 1 ⇒ (12) - 1 = 11


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

Strength{Aid Another}: 1d20 + 1 ⇒ (10) + 1 = 11

Selassie manages to brace herself well enough to push on the door.


Male Human

After some time and a lot of work, the party manages to get the doors open. Sandy and sweaty, the adventurers peer into the entryway.

The room is unlit, but sunlight from outside pours into the chamber revealing its contents. This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north (which have just been opened), 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 set in the stone tracks in the floor and ceiling. The ceiling is ten feet high.

Upon closer inspection, the wheel is about ten feet in diameter and about six inches wide. It appears that the wheel can be rolled to either side along its track to reveal, judging from the size of this room compared to the size of the structure from the outside, a passage to another room.

Make a couple of Knowledge (religion) checks. You will also ultimately want to make a strength check to roll the wheel aside. There is only room for four characters to get into a position to push it. If someone drove pitons into the wheel that could add to the number of people who can push the wheel. However, in this case (as it is written) we will be adding the totals of all four strength checks, rather than worrying about aiding another. If you prefer to take a 20 it will take about ten minutes but you will certainly succeed.

Here is a link to the layout of the room and of the exterior of the building:

Entryway


Male Human (Keleshite) Investigator / 5 | HP 36/36 | AC 18 T 14 FF 15 | FS +2 RS +6 WS +4 | Init +2 | Perc +8 (+9 for ancient osirian secret doors)

Irakelesh stares at everything in the room with awe and amazement.

Knowledge(religion),free inspriation: 1d20 + 8 ⇒ (18) + 8 = 261d6 ⇒ 6
Knowledge(religion),free inspriation: 1d20 + 8 ⇒ (1) + 8 = 91d6 ⇒ 2


Specials:
Blessings 3/4 day, Fervor (1d6,0/3 day),
HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6

Aliva will look around the room in wonder, "Never have I seen anything like this."

K.religion: 1d20 + 6 ⇒ (12) + 6 = 18
K.religion: 1d20 + 6 ⇒ (6) + 6 = 12

She will gently trace her fingers over the engravings and fixtures, moving up to the wheel she will look at the track to both sides then back to the group.

"So which way to do we move it?"

how many checks do you want made?


Female Human (Garundi) Cleric of Pharasma 2 HP 13/13 AC 13 Touch 10 Fort +5 Ref +0 Will +5 (+2 vs fear, +1 vs death effects) Melee +2(1d4+1) Channel 5/6 (DC 14 vs undead)

Selassie inspects the hieroglyphs.

"Fascinating."

Know(Religion): 1d20 + 5 ⇒ (5) + 5 = 10
Know(religion): 1d20 + 5 ⇒ (20) + 5 = 25


Male Human

Irakelesh made the first check but failed the second.

1st check, DC 10:
You identify the spiral on the stone wheel as the symbol of Pharasma, and you recognize that two of the carved faces in the room's corners represent the Lady of Graves as well. The faces in the other corners are of a jackal-headed man, or perhaps a gnoll, but you don't recognize the significance.


Male Human
Selassie Radwan wrote:

Selassie inspects the hieroglyphs.

"Fascinating."

Selassie makes both checks.

2nd check, DC 20:
The jackal-headed faces in the corners opposite those of Pharasma are almost certainly depicting Anubis, the Ancient Osiriani god of burials and mummification.

She can also read Ancient Osiriani, so she can read the hieroglyphics.

Hieroglyphics:
The hieroglyphs on the walls are Ancient Osiriani, and with the engravings, they describe the life of the tomb's enshrined occupant, Akhentepi, a celebrated military commander who presided over the troops garrisoned in Wati prior to the city's downfall. The hieroglyphs warn, "Akhentepi's tomb is well defended, and those who defile it tempt the wrath of the gods." An additional warning advises, "The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber," followed by a final admonishment to "turn back while you can."

Edit: Aliva makes the first but not the second check. You can move the wheel to either side. Just let me know which four are doing the pushing.

2nd edit: Or, you guys can really just take a 20.


Male Gnome Oracle 3 | hp 12/22 | AC 17 | Fort+3 | Ref+1 | Will+1 | +2 vs illusion, +4 vs death effect | Perception -2 | Active Links: Aliva, Ai'sha, Irakelesh
Spent Resources:
1st: 3/6; Channel 0/4

"Those seem pretty cool," Fitliss spares the details of the room a brief glance before moving on to the wheel. "It doesn't look like it matters Aliva," he says before trying to roll it out of the way.

K.Religion: 1d20 + 4 ⇒ (16) + 4 = 201d20 + 4 ⇒ (20) + 4 = 24
Strength: 1d20 + 2 ⇒ (14) + 2 = 16

Edit: Oh, you meant the wheel for taking twenty. I'd assume everyone but Ai'sha with her 8 Strength.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Laroisael looks around, trying to see if there's anything out of the ordinary in this room.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Since she doesn't have any ranks in Knowledge (religion), I'm having her just do a Perception roll in case there's anything unique hidden. Apologies if I can't do that.


Male Human
Laroisael wrote:

Laroisael looks around, trying to see if there's anything out of the ordinary in this room.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Since she doesn't have any ranks in Knowledge (religion), I'm having her just do a Perception roll in case there's anything unique hidden. Apologies if I can't do that.

Not a problem at all. You guys are free to make 'active' perception checks so to speak anytime you want, there will also be times where I will just ask for them. Same with Knowledge checks, if you want to try one on something you can go for it, you just might not get much or anything. Also keep in mind that if the DC on a knowledge check is 10 or less you can make it untrained.

Laroisael looks around the rooms, but she doesn't notice anything particularly strange. Closer examination of the carved faces in the corner of the room reveals them to be torch holders, such that when torches are place with them, a corona of flame surrounds the deities' heads, but it doesn't seem to have any connection to the wheel.

Fitliss Phitzinger wrote:

"Those seem pretty cool," Fitliss spares the details of the room a brief glance before moving on to the wheel. "It doesn't look like it matters Aliva," he says before trying to roll it out of the way.

K.Religion: 1d20 + 4 ⇒ (16) + 4 = 201d20 + 4 ⇒ (20) + 4 = 24
Strength: 1d20 + 2 ⇒ (14) + 2 = 16

Edit: Oh, you meant the wheel for taking twenty. I'd assume everyone but Ai'sha with her 8 Strength.

Fitliss makes both of the Knowledge checks as well. Everyone else can feel free to roll strength checks, Fitliss made a pretty good start.

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