Zach's The Mummy's Mask

Session 4
Into the scarry haunted house.

Here we go into the scarry haunted house.
The party decides to enter from the side with the Tomb…
The spirit maid seems very scared and agitated.
This seams to be an inner court yard. The floor is covered in sand, light is comming in from the open ceiling. After the beetle digs up what Belton discovered using sift.
From the center area we see the following a inner court yard, a dinning room, a room with stairs leading up and accross the inner court we see what looks like a shrine..

Dinning room has silver plate with bowls cups or candles with skulls on top all looking into the area the party is at.
Room with stairs going up has alot of junk on the floor.
Tinny Small room looks like a shrine room.

The spirit of the house vanishes and comes back as a sand form spirit. Talk in sues.

We move towards the dinning room and the skulls rise up and shoot towards the party. Combat starts.
Little ghost girl calls this way running towards the part saying this way then vanishes. 6 skeletons come walking down the hall from the area of the other enterance..
Spirit of the house joins combat as a sand elemental .. aura of sleep and has sleep rider on hits.

Through the use of timming and whip hits from Nefara we win.. 6 skulls 6 skeletons 1 sand elemental.

We find 6 silver goblets 6 silver plate cant figure price but we think they are relics.
6 broken kopeshes 6 suites armor from skeletons

In kitchen find skeleton that does not move there is a Pitted and rusted dagger in its ribbs.

In the Shrine room dedicated to abadar , pharasma and sarenray. this is defaced with dung use prestidigetation on it and feel better.

Room atrium there is outer square of tile and sand in the middle we find size cold iron bolts(5) bolts(10) small scale mail +1"Char" takes, small light crossbow +1

Room Privie skeleton with out head sits in the privie.

Room with very big bath in the floor but has sands in it. The spigots is magical provide hot and cold water. would need craft wounderous to remove the spigots

Fourur room seems to be place that the skeletons were at.
Sounds of whisper little girl seems afraid of something comming. Reliegon says its a haunt.
Enturn the guards might stop the haunt.

Stairs going up. room has alot of broken pots and stuff and an engraved ring touching the ring starts a haunt. Ring protection (+1) We figure the haunt is in the room.

6 skeletons killed and sand elemental. some invisible creature that poisons was in the fight but it got away.

Gain 635 xp for the encounter. Split 267 gp 5 sp
1 day out to the site 1 day of down time.
Ragnor II and Casandra find armor maker Tabor that can make unusual size armors.
Char makes 2gp 8 silver but has encounter with gnoll on a hourse costs 40 gold pay out for the encounter.

View
Session 3

Additions: It is Day 8 today. Day 10 is the next drawing for the next. There is a giant wasp swarm in a body in the entrance to this tomb.

It is noon. As we exit the tomb, a wandering patrol of Pharasman priests. They ask for copies of my maps and notes. We go over the three rules. We let them know about the “Amethyst Dragon” tried to blackmail us and steal our treasures.

Belten feeds us some mead (grants us Endure Elements) before we track back.

Back we get back to the inn and Ragnar II is there, another of us our friends.

Down time

  • Harish and Ragnar – No plans – rumour gathering
    • Tomorrow night the Tooth and Hooka will host a bunch of adventuring groups for a party.
    • Shriek from upstairs – thief in our room -
  • Char – 1/2 day working with animal on trick
    • Attracts an audience -
  • Belten – Finding a carpenter – Helped with door
    • Granted two capital goods from shop owner
    • Carpenter named Jonah – willing to take on hazard
  • Cassandra (w/ Nefara) – Working with her “Contact”
    • City Watch happens by – rounded up – Precinct of Left Eyes – Judge of old – Old Eye Taker
  • Kephraim – Makes copies of my maps and notes and deliver them to the Grand Mausoleum
    • Conversation with a cleric of Pharasma – Ptemenib – Voices of the Spire (militant arm) – 2nd in command – Established as a contact -

Day 9

The next morning, the watch showed up at the Inn and Belten comes down to claim Cassandra and Nefara. The party heads to the tomb with the carpenter and the hirelings. Ragnar tries to make nice with the wasp swarm, but is not successful. We get into a fight with the swarm.

Combat

  • Giant Wasp Swarm (CR2)

We set up the block and tackle and recover the tapestries and the light chariot. As evening approaches, we have recovered everything and are heading back. On the way, we are ambushed by dark mantles.

Combat

  • 7 x Darkmantles (CR 1 × 7)

Kephraim died during the fight. Hmm. This is a novel experience.
Gordon the Gecko died as well.

Day 10

This is Dolf. I’m taking over the journal for a bit. I’m not as loquacious.

The drawing occurs – House of Pentheru

The party ships off Kephraim’s body back to the family to have him resurrected.

Party Split – 280 gp 4 silver

Day 11

Heading to House of Pentheru.

Haunt

  • 1 x Haunt (CR2
  • 1 x Giant Centipede (Large) cr3
  • 1 x Death Dog cr2

During the fight, the house spirit introduces itself (harem looking girl) to Harish.

After we finish the fight, the hour spirit conveys the following. An evil has moved in to the place. In the middle courtyard is a maleficent spirit of sand and the previous occupants have turned to skeletons.

Checking the Death Dog’s area, we find some things.

As we move along, Cassandra notices a giant asp under the table snoozing. Char uses some rats and wild empathy to keep it from attacking.

In the servants room are 3 skeletons. We set up an ambush on them.

Combat

  • 3 x Skeletons cr1/3

We search the other side – the family mausoleum is here. Crypt of the House of Pentheru. There are stairs down into the darkness – we find tracks back and forth – medium sized – and recent.

The hole – there are traces of blood and flesh. We decide to explore the central first floor before doing down into the ground.

Session XP

  • Giant Wasp Swarm (CR2)100 each)
  • 7 x Darkmantles (CR 1 × 7) (65 each)
  • 1 x Haunt (CR2) 100 each)
  • 1 x Giant Centipede (Large) cr3 (135 each)
  • 1 x Death Dog cr2 (100 each)
  • 3 x Skeletons cr1/3 (25 each)
  • Total is 916 xp each
View
Session 2

The next morning, Char has recovered from his poisoning.

Day of Downtime

Cassandra will spend the day selling our gains.
Harish and Beltan track down a wizard to buy some spells from. Made POC Bandu.
Beltan stops an angry mob from attacking her. Rumors of a ghost. (CR3)
Charlie earns some money hunting.
Kephraim spends time with scholars earning influence.

Party Split at end of day – 82 gold, 6 silver

That night – the party hunts for the ghost to deal with it. About 4am, we have limited the area to a block by block area – we are fatigued. Kephraim spots it and we fight it and defeat it. It sapped much of the strength from Harish. (CR3)

Downtime for the next day to recover

Harish is in full bed rest to get Strength back
Nefara is taking care of Harish
Beltan and Cassandra go to gather information about the body the shade came from. They find the house where there is a dead body. They enter the house and find a box under the dead body. They disarm the trap on the box. (CR2)

Returning to the tomb

The next day we return to the tomb. The guards seem to have a betting pool going on teach of the groups.

Going the other way, Cassandra and Kephraim search for traps and come to a room. Two statues flanking a mirror – Pharasma and Anubis (Ancient Osirion god of the burials and tombs). They start to search the room – Kephraim notices tracks of vermin crossing back and forth between the sets of doors.

In the mirror is the reflection of another figure – perhaps Anketepi. He seems stern and imposing. Brands appear on Harish and Beltan’s forehead. Ancient Osirian symbol of Thief. Cassandra covers the mirror with a bedroll.

We close the door to one of the exits (where the most recent vermins tracks led) and then proceed the other way. A whispering voice utters a warning in Terran and then in Osirian. It’s a snake made of sand.

Combat

  • 1 x Sandling

Down a steep set of stairs, we come to a new room. There are two additional exits this room. There is a tapestry hanging on a wall – otherwordly – bone yard. After two sets of locked double doors, we come to a set of doors that are very well locked (DC 30) and Kephraim and Cassandra can’t open it right now.

We open the other set of doors and it comes to a short hallway that narrows.

Combat

  • 4 x Mining Beatles – it’s luminous glans emit as torch light for 1d6 days – can be processed into a Capital Good for each one

Searching around this unfinished area, we found a secret door. It’s built not to be opened from this side. We take 5 minutes to break it.

We are working on the secret door on the other end, two giant solifigud’s attack us.

Combat

  • 2 x giant solifigud

(Just before we started breaking down the first secret door, Char encountered the Amethyst Dragons (beat up and bedraggled) up above in the tomb entrance.)

Beltan and Kephraim are beat up. But then we realize that Char was under an enchanting effect. Seems the adventuring group raised our rope and well.

We decide to camp out. About 2am, the party above is attacked and driven off by a wasp swarm. We recover our porters.

We finish resting and continue exploring. We check one of the other doors and the mummification room is empty.

We go back to the 2nd secret door and finish hacking through it. There are stairs down to a double set of doors and then double doors that lead to a set of double secret doors that lead into the room that had the DC 30 locks (coming from the other direction).

There is an ornate room and has a sarcophagus on a raised dais. As Cassandra and Kephraim start searching the room for traps, the party moves into the room and then the sarcophagus open an a figure sits up and utters something in Ancient Osiriani. A complex trap goes off. We defeat the ‘golem’ and find a switch in the sarcophagus to stop the trap.

We search the room and find a small room with some mummified corpses.

We go back into the secret corridor area and find a room that looks like it is a goods room.

There is a secret door with a magic trap on it. After we clear the room out, Cassandra and Kephraim disable the magic trap (summon scarab swarm).

Sarcophagus covered in gold leaf. Two ornate chests. Hmm. There is also an Iron Cobra in here.

Combat

  • 1 x Iron Cobra

In the Sarcophagus is a mummified Anhotepi. We recover the goods. We leave the gold leaf on this tomb.

NOTE: We also remember that there will be a auction in about a month. Antiquities that will sell for 500 or more, we may be able to get more at the Auction.

It’s now about noon.

View
Session 1

Dinner at Harish’s in Kelmerane

Harish has called his friends together to for dinner at his grand parents. Once we are all there, Harish lists a few things:

  • Current Pharaoh (The Ruby Prince) of Osiriani has opened the necropolis of Wati to explore by adventurers.
  • Harish has been having some recurrent nightmare – of large shapes blotting out the stars and things trying to eat his soul. Another reoccurring dream is him flying over the desert and black blobs reaching out to cities. Followed one of the blobs to a temple of Nethys and in the depths was a golden mask. Talking to the temple of Nethys, they believe it was a true sending from Nethys.

The city of Wati was established 6000 years ago. About 2000 years ago there was a plague of madness released by a cult of Lamashtu. The city was abandoned and empty for 500 years – undead infested. The church of Pharasma led an incursion to retake the city. Rebuilt the walls and created a Necropolis to put the undead to rest. It’s been in that state for about 1500 years.

When you die, the soul travels to Pharasma for judgement. How long that takes, is unknown. In Osirian tradition, your belongings and companions buried with you went with you to the afterlife.

Modern Osirian beliefs are that if a 1000 years has passed then the journey has been completed and the items can be used by the living.

We discuss how we want to get there. Perhaps a caravan.

Every 50 years the sandstorms get worse. Its about due.

Group Name – “Children of Fortune”

Caravan Travel to Wati

We arrive after several weeks we arrive. We see a black spire within the city.

In 3 days, there will be a drawing of lots at the Grand Mausoleum on which sites each adventuring group will be able to explore.

We go to the Grand Mausoleum to register our group. We overhear someone arguing that they had spent months researching a site and they wanted to pick a site. Followers of Nethys. (Group: The Scorched Hand)

He recommends staying at the Tooth and Hookah.

Tooth and Hookah

We notice some folks with odd masks. They are the Followers of the Forgotten. (Pathfinder Society has been banned by the Ruby Prince, the Followers allegedly are explorers and collectors of lost history ) Cassandra sit down and regails him with tales her parents told her.

We rent the suite. (3 gp a night)

We spend a few days of downtime to pursue different things.

  • Someone tried to mug Cassandra (CR 1/3)
  • Charlie’s dog bit someone

Kephraim searches for information about the Necropolis and any temples of Nethys. Shrine to Nethys named – Sanctum of the Erudite Eye somewhere in the Necropolis.

Harish searches for the what we are likely to encounter in the Necropolis – Skeletons and dog size scorpions. Also Ghouls and rumors of worse – shadows and wights. Equipment wise – rope, crowbar, holy water – rumours that there is a group of humanoids that are living in one of the many estates (Dark Folk).

The Dark Folk are humanoids that normally dwell in the Underdark. Most common are Dark Creeper – small – venture forth at night to steal and cause havoc – they are chaotic, but not necessarily evil. Have a foul stench.

Use blunt weapons on Skeletons.
Ghouls are made from people that ate other people. Every 3 or 4 months, that a person turned into a ghoul. They paralyze on touch and have noxious.

The people turning into ghouls are wealthy people.

The Drawing

  • There are several adventuring groups there.
  • The Scorched Hand
    • Female – Noblewoman – Wizard – “Velriana Hypaxes”
    • Male – Mage – “Azaz”
    • Male – Cleric of Nethys – couple with the Male Mage – “Khelru”
    • Female – Osirian Native – Studded Leather/Khopesh – Half Elf – Facilitator – “Idorii”
    • Male – Lightly armored – rapier (bard?) – Matwin

Nafeera and the Female Fighter from the Scorched Hand strike up a conversation.

Sebti the Crocodile – High Priestess of Pharasma

Sites divied up as small, medium, then large. One at a time.

Three Rules

  • Remember how this has come to pass – (plague of madness; holy place) – Don’t mess with other parties
  • Every slaves hut is a memorial – don’t break that which doesn’t need to be
  • Honor the departed – carefully put things to back nicely – this doesn’t apply to the undead

Breaking these rules is bad.

We draw the Tomb of Akhentepi and given a map to the location.

He was a famous general in the region, just before the Plague of Madness (11 years before). He was in charge of the city guard. Had a wife and children – probably buried in a separate tomb as they died before. He was relatively wealthy.

The richer the person, the more elaborate the traps.

In this region, there are insects that burrow through stone. It is not unexpected to run into monstrous vermin. Mining Beetles. Have glowing attenae. Valuable to sell.

Nafeera found out from Idorii – the Scorched Hand group is looking for the Sanctum of the Erudite Eye.

On to our first site – Tomb of Akhentepi

The gate guards are friendly.

Combat

  • 1 x Small Spider Thing – Giant Solifugid – Insect

We get to the Tomb and the doors are buried in sand. Four of us dig out the doors in less than an hour. The door hinges are hidden and swing out towards us. Hmm – there was some chipping on the doors indicating someone had used a crow bar on it long ago. Charlie and Kephraim use crowbars to open the door.

Cassandra unlocks a wheel and we use our strength to rotate the wheel. A door opens and we enter the other room. Cassandra disables the door from closing and the exterior door too.

“The only thing the lady of graves despises more than grave robbers is an unsuccessful grave robber”

The door beyond the has a hole in the floor. There is a piton with the remnants of rope. We take some time searching and the interior door tries to close, but can’t.

The shaft goes down 50 ft then opens to 10 ft to the floor. As Cassandra, descends into the room, a haunt affects her.

We recover the body and inter him above, but first we search it and recover 2 pitons and some alchemists fire.

In the next room, we find mummified pets and a tapestry that has some value. We’ll pick it up on the way out. There are two exits (north and south).

We go north and find his favorite chariot. A white chest has a trap that Cassandra disables. We note down the loot. The next hall has 4 funerary masks. Pharasma, Abbadar, Osirus, Sekhmet.

We come to a trophy room. Diarama of battle. Rack with weapons on it. Another rack with other weapons. 5 small chests and an urn.

NOTE: Every so often Kephraim takes notes in his journal.

Diarama Fight

  • 6 x Miniature Figurines
  • 1 x Ghost Scorpion

One of the porters is near death from the scorpion, but then we him stable. We then loot.

In the Papyrus scrolls is a mention of another tomb for Ankhetepi’s mistress.

We bundle up our loot (except for the Chariot and Tapestry (this will take some Dex checks)) and get ready to head out. We hear another adventuring group arguing among themselves. The Flickering Four. (Richie – Arcanist, Barbarian, 2 others)

We travel with the Flickering Four back to the Necropolis entrance and we encounter a pit trap.

We travel back to the Tooth and Hookah. That night while we are resting a thief crept into Harish and Kephraim’s room and tries to take one of our items. Kephraim wakes and a fight ensues.

Harish convinces the thief to drop the funary mask of Osirus. Kephraim recovers it and follows the gecko who has caught the thief. The guards come along and Kephraim talks to them and they drag the thief off.

He returns to the inn and they sleep through the night.

XP

  • Current XP: 0
  • Gained XP: 675
  • New XP Total: 675
View
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.