Zach's The Mummy's Mask

Session 18

Day 85 – Exploring the Dark Repository

  • 450 ft shaft down below the sewers
  • Many traps
    • 1 x trap (CR7)
    • 1 x bone golem (CR8)
    • 1 x flame strike trap (CR6)
  • Library
  • Room of Sarcophagus of Currator’s that dug too deep into the forbidden
    • Pile of Metal Tablets (55 lbs)
      • 3 x Scrolls
    • 1 Sarcophagus is from a Currator that investigated too deep on the Sky Pharaoph
      • 1 x Mummy Golem (CR7)
    • Past the illusionary trap – is a maze like room
      • 5 x Shadow Mastiffs (CR5)
    • Magic Scrolls
      • 1x Animate Dead; 1 x Contagion; 1 x Ray of Exhaustion; 1 x Symbol of Pain
    • 1 x Zelikot (centaur like)
      After Rick left:
      Another Glyph trap Cr 7
      Bullet Cr 7
      Cultists Cr 5
      Total xp for session: 9000.
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Session 17

Day 75 (Cont)

Harish identifies them as Animated objects – not golems. They are armed with Khopesh and Shields.

Combat

  • 2 x Animated Statues (CR4)

We quickly destroy them and press on into the next room. Harish recover 2 MW Khopesh’s.

The next room is the Burial Chamber.

Combat

  • 1 x Mummy Rider (CR7)
  • 1 x Hierospynx Mount (CR4)
  • 1 x Undead Bard (CR5)
  • 1 x Undead Dancer (CR5)

We win and loot the place.

Combat

  • 1 x Burning Skeletons (CR4)

Combat

  • 1 x Scarab Swarm (CR3)

Day 76

  • Haul the loot out and pack it up.
  • Cassandra started crafting First Aid Gloves.

Day 77

  • Head Back

Day 78 (Evening)

  • Arrive back at town
  • Cassandra completes the crafting of the First Aid Gloves.

Day 79

  • Sell loot
  • Cassandra starts working on Harish’s +4 Int Headband with Swim and Fly (8 days) (Day 87)
  • Rumor – Munificient Muminofra is coming to town – Female

Day 80

  • Day of our appointment with the Deka Ankeret (governor)
  • She will see us today. We have the audience and she will not let us enter the Spiral Archive.
  • A messenger slave comes in with a ‘invitation’ from Muminofra for the governor. After Deka leaves, we talk with the slave and get in invitation to visit with Muminofra.
  • We make a good impresssion (50+ diplomacy)
  • Beltan and Harish draw her attention.

Day 81-83 Spiral Archive

CR 7 Befriending the female researcher and bypassing the Invisible Stalkers
CR 7 Decoding the Spiral Archive

Day 84 The Great Chariot Race!

CR 11 Award for winning

XP Awarded: 5200

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Session 16

Day 71 (Night)

As the animated dream faded upon defeat, it’s image burns onto the wall. The Inn Keeper and some others come to the door and inquire about what happened. The murmur about the ‘Stalker’. Over time, word spreads throughout the neighborhood. It had been stalking the neighborhood for months including children and leaving people mindless husks.

The party gets most of this information from a priest that had been hunting the Stalker for weeks. The priest is an out of towner (Seijen Wu – Rick’s character).

An all night party starts by the neighborhood. Kephraim’s body is laid out and they bring fronds and start collecting to help raise Kephraim. They will do this over the next week.

The next step for the library is to gain access to the Spiral Archive. Turns out that Seijen Wu has been granted access by the governor.

Day 72

The party and the priest head to the library to enter the Spiral Archive. Seijen Wu is on the list for access, but the rest of the party is not. We’ll need to secure permission from the governor for the rest of the group.

Hatia Deca An-Kharet is the governer. We head to meet with her.

Deaconess Sekek is her secretary. She’ll get us in to see the Hatia tomorrow, but we’ve already paid for entrance today. We convince her to get a refund for today.

Seijen Wu relays his experiences so far in the

Spiral Archive Library

  • KN: History, Nobility, Religion are the key skills for it.
  • Acrobatics (DC 10) are needed for moving around in the library. (1/day)

The party spends a day of downtime gathering information.

  • Seijen Wu hears of rumors of a pyramid that was recently uncleared by the sand to the west.
  • Harish researches Invisible Stalkers.
  • Nefara learns more about the pyramid. It’s fairly close. 2 days travel by camel.
  • Nefara learns of cultists operating at night.

Day 73

The next day Deaconess Sekek says the Hakia cannot see us today. We schedule an appointment for next week as we are going to the pyramid. We did get the sense we might be getting a bit of beareaucratic run around.

We head off into the desert.

Cassandra hired 5 (2nd level warriors) and bought 11 camels.

Day 74 (Evening)

We arrive at the newly uncovered pyramid. There was a campsite here and it was attacked. As we dismount and approach we see signs of fighting and something undead looking comes around from one of the tents.

Combat

  • 9 x Undead – Sunbaked Zombie (CR ) – DR/Slashing (CR 2)

This was a camp was from a young scholar.

During third watch, party members on watch hear buzzing, droning noises getting louder. Cassandra believes it’s the droning noise a queen ant makes whens drawing mates. We send our tenders away with the camels and barricade ourselves in the entrance to the pyramid.

Combat

  • 4 x Giant Ant Drones (CR3)
  • 1 x Giant Ant Queen (CR5)
  • 1 x Rock Trap (CR3)

Day 75

We head into the pyramid. In the daylight, the corridor is lit by breaks in the stone. Far down the entrance corridor (10 ft wide), we see a 10 ft wide by 10 ft high pyramid blocking the way. As we cautiously approach, the pyramid charges us.

Combat

  • 1 x Pyramid construct (CR 6)

We continue onwards until we come to some doors. They are closed and open outwards.

  • 1 x Pit Trap (CR 4)

Beyond to the west, we find a chamber with a stone sarcophagus and we can see in the next room over a statue of a Pharaoph.

Combat

  • 1 x Disguised sarcophagus (Mimic) (CR 7)

We head into the next room. The status is of the Pharaoh. The false door is a secret door. The door has hieroglyphics on it that are effectively a remove curse scroll.

There is a shrine to the north and to the south (in rooms). Ra and Set.

We find at the base of Ra a hidden chamber with a brass scroll case.

Beyond the secret door to the west, we find what we think is the main tomb of the Pharaoh.

Combat

  • 1 x Mummified Creature (CR 6) – Architect

Seems this might be false tomb.

Scribed on the back of the secret door are symbols -

  • Human Man
  • Human Woman
  • Ram
  • Jackal
  • Falcon

Harish uses ‘Detect Secret Doors’ to find two secret doors back in the first chamber (one north and south).

We head through the northern secret door. At the end of the passage is a large room with two wooden chariots in them. There are figures in the skeletons.

Combat

  • 10 x Skeletons (CR 2)

Beyond is a hallway with doors to the west and then a corridor south with another set of doors. We continue west. Beyond is a long room 60 ft by 30 ft. Carved nature scenes on the walls. Mummified creatures in the room.

After discussion, we decide to come back to this room later – Tomb of the Royal Huntsmen. (4 Mummy-like animals and a Skeleton Champion) – then we decide to have Harish cast Command Undead on the Mummy Hippopatmus and has it destroy the rest of them.

Combat

  • Mummified Croc (CR2)
  • Mummified Hippo (CR6)
  • Mummified Ape (CR1/2)
  • Mummified Leopard (CR2)
  • Huntsman (CR2)

We proceed down the southern corridor and into a room with 4 obelisks (magical). Each had an affect that represented different elements (earth, water, fire, air). It’s a summoning chamber. We find a secret panel on the NW one. Cassandra uses mage hand to open it and it triggers summoning a fire elemental.

Combat

  • 1 x Fire Elemental (CR5)

We found an elemental fire gem.

Further down the corridor, we find a secret door. The method of opening it is a puzzle based on the sphinx types based on what was on the back of the ‘faux door/secret door’ back near the entrance.

Trap

  • 1 x Axe Trap (CR4)

Carvings cover the walls of the otherwise bare chamber. Flanking an ornate large double doors are statues of men with jackal heads.

Cassandra detects they are constructs.

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Session 15

Day 39 to Day 67

Party spends down time.

We research the Sky Pharaoh and find that Wati does not have any information about him. We will need to travel to the Great Library in Tephu.

Day 68

Nefara has arranged transport down river (1 day of travel) to Tephu.

Abdul is the bargeman hired by Nefara to open a trade route.

On the way, a nearby barge is attacked by a number of large crocodiles. We intervene.

Combat

  • 5 x Large Crocodiles (CR2)
  • 3 x Large Crocodiles (CR1)
  • 1 x CR 3 story award

In the evening, we arrive in the city of Tephu, City of Reeds.

  • Great Library of Tephu – Divided into several parts – Outer library can be visited with small donation – visit public areas first.
  • Inn of the Desert Winds

The Grand Library is run by the City’s Administrator – Deka An-Keret. Governer and High Priestess of Nethes. Use diplomatic means first to gain access.

Beltan pays for the Inn Suite for 3 days (3 gp/day).

Day 69

We head for the Great Library. There is an information desk and beyond is the outer stacks. It’s 1 gp/person a day as a ‘donation’.

  • Outer Stacks – 1 gp/day/person
  • Greater Chamber of Knowledge – Upper Stacks – 50 gp/day/person

Research of the Outer Stacks

Day 69 – 20 kp of damage

  • 10 hp – Outer Sanctum is sanitized. Missing a lot of knowledge. More interesting works have been deliberately removed from this area and the records were removed too.
  • 20 hp – Outer Sanctum has info about more well known dynasties. We will need to visit the upper stacks for the lesser known dynasties. The Upper Stacks required climb checks.
  • We have gained all the knowledge from this library.

Research of the Upper Stacks (50 gp/person/day)

Day 70 – 19 kp

  • Paper Scroll from First Age of Osyria – 12000 years old – Lost Pharaoh Hakotep – Sky Pharaoh – Ride the Skies by Night (Perception – picture – vast temple in the night sky) – Harish notes that the image can further be interpreted of ancient technology of the Shory (Osirian Atlantis)

Day 71 – 4 kp

Harish has “the dream” again – but it’s worse. Jelly fish monster starts to eat Harish. He’s under a curse and woke with Wisdom drain and fatigue. It could be that he was visited by something the night.

The next morning Nefara is able to remove Harish’s curse and restore his wisdom.

  • Index compiled by previous curator – lists scroll about Hakotep that we had found earlier as one among many scrolls copied from the library of the Sky Pharaoh – the copies are stored at the Spiral Archive – shaped in form of scroll with papyrus bridges

That night we make preparations in case we are attacked by cultists or the source of the curse. Something messes with Kephraim in the night. He investigates and finds nothing. He wakes Harish and Nefara and they find nothing. A littler later that night, Kephraim spots a shadowy figure and calls out an alarm and charges attack.

Combat

  • 1 x Shadowy Figure cr8 (Animate Dream)
    The shadowy fgure kills Kephraim.
    Char & Beltin engage in mellee, Harish attacks with magic missiles.
    The Animate dream casts confusion, but is killed later that round by a magic missile volley. The party proceeds to fight amongst themseves. (Char, Gordon, Harish, Meeks, Bliss, Casandra all failed save.) Nefara uses 5 fortune points to cast calm emotions.

The animate dream drops a ring, that is identified as a ring of mind shielding.

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Session 14

As we buff up and heal, Cassandra works to open the double doors.

The doors open and we behold a tableau. Circular room with a raised platform in the center. There is a human figure floating off the ground and is wearing the mask from Harish’s dream (or so we guess).

Nebta-Khufre.

There are corpses littering the ground. There are several zombies shambling around.

He’s trying to raise the founder of the necropolis as his undead general then he’ll let out a another Ka pulse. He’ll lead the army against the descending darkness.

Legacy of the Sky Pharaoph will be his..he’ll be the Pharaoh of Endless Night. He’ll rule this world and all worlds.

Combat

  • 12 x Zombies
  • 2 x Mummy
  • 1 x Nebta-Khufre

Loot splits

  • Immediate Loot Split (Jewelry, gold, relics) – 2490.09 (including Harish) + 780.17 (including Seth)
  • Loot Split One Week Later – 2200.73 (including Harish) + 1613.5 (Including Seth)
  • These include paying for the Raise Dead for Seth (the 780.17 number)
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Session 13

Day 37 continued

After debate, we decide to hole up for the night. Cassandra can craft some anit-toxin and any magic items she’s working.

During second watch, a giant scorpion tried to get in. It gave up after bashing on it for awhile. The party resumes it’s watches.

Day 38 (Panic Level 16)

We plan to head to the Observatory of Truth and Wisdom (P). History checks reveal it is probably the resting place of the founder of the necropolis. Used psychopomps and elementals to construct the building.

On the way, we see a bunch of zombies erecting a makeshift tower.

Combat

  • 1 x Zombie Lord
  • 11 x Zombie

Defeating them, this reduces the panic level by 1.

We then continue to the Observatory of Truth and Wisdom (7:10am). Large building, but simple affair with a tower in the center. Decorated with blue tiles of celestial events. We take an hour to search. Woven in we find pharasma prayers into some of the patterns. The starchart from the darklings came from here.

Symbols to Maat and Thoth

Spiral Mosaic built in the floor of the tower is symbol of Pharasma. The spiral conceals a secret door leading downwards. No noticeable lock and it’s magical. Needs a phrase. “All who live must pass through the door of judgement.”

We head down into the depths. We come to a large room with 4 doors leading away. Shallow pool of water. “Sepulchre of the Servant”

Cassandra and Beltan wade into the pool find it’s holy. Silver rods set into the sand. (30 × 50 gp each). We proceed north through a set of doors. It opens into a huge second chamber (50 ft by 180 ft) room. Arched ceiling go up 60 ft. There is an altar in the center of the room. Crest of the Shepsis family set into it with a burn mark.

There are dozens of zombies shackled to the walls in improvised shackles. A dozen zombies are wandering the area.

Combat

  • 12 x Zombies
  • 4 x Forgotten Cultists
  • 1 x Bardic Forgotten Cultists

While fighting the Zombies, the Forgotten One Cultists attack us. Refers to Pharaoph Hakoteph?

“Hall of Honored Peace”

We heal up and loot. It takes about 2 minutes. We proceed to the next room. It is an alcove with a set of doors beyond it. There are statues here. The tomb beyond is most likely for Pharasman followers.

Trap – Ceiling trap – (CR5)

Beyond is a corridor that splits left and right. We explore to the right. We find a room with 100’s of mummified creatures. Next we find a room that is a library. The table in that room is valuable – but large. In another room, there are zombie looking

Hall of Immortal Rest

Combat

  • 5 x Festrog

Cassandra opens a door across the way and something attacks her.

Combat

  • 3 x Armored Skeletons
  • 1 x Head in a Cage

Her son’s name is Nebta-Khufre.

“Catalogue of Days” – Room where the grandmother’s undead head is.

We gather up the grandmother’s journals to take with us. Since Cassandra has two curses, we will search this level then use some of Nefara’s magic to rest us (in 2 hours).

We find a hidden panel in the alter room with a caster’s shield.

Nap Stack cast to give us rest in 2 hours for a whole day.

We head out and down the stairs. As we enter the room, some of the floor tiles lift up and one flies up to attack Kephraim. Saying prayers aloud to Pharasma and presenting a holy symbol defuses the trap.

The door out of the room was arcane locked. Beyond is a corridor ending in another set of double doors.

Beyond that is a room with a 15 ft statue of a dark haired woman (aspect of Pharasma). Behind the curtains are several shrines and three passages that lead off (1 to living quarters and 1 to mummification area and 1 to a passage with stairs going down). We leave those for now and continue through the doors on the other side of the chamber. They are also arcane locked but Cassandra and Kephraim are able to open them.

The area has two pits to either side. A bubbling fountain in the middle with a statue of Anubis. There are doors beyond them. Sef flies into the room and is attacked by the statue that animates.

Combat

  • 1 x Giant Graven Guardian
  • 1 x Barbarian Ghast

We beat them and loot them. If we put 50gp worth of silver into the fountain it will make 2 pints of holy war.

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Session 12

Day 35 (continued)

Bandu grants the party some items for helping her out to Belten.

  • Potion of Cure Moderate Wounds
  • 2 x Scrolls of Levitate
  • 1 x Scroll of Ray of Exhaustion
  • 1 x Scroll of Silent Image
  • 190 gp

Once we get out of the area, we barter enough gems to get the raise dead for Kephraim. It will take one day (to Day 35) for the raise dead. We send Harish’s body back home by caravan. (2 weeks of travel time)

Sef joins us – Native Osirian.

Day 36

Kephraim is raised the morning of Day 36 and we head back into Necropolis.

We go over the wall and head to the Academy of Skies and Moon.

We approach the entrance and notice some webs in the corridors. We skirt the edges and then are attacked by a large undead spider thing.

Combat

  • 1 x Large Undead Spider – Deathweb Spider (CR6)

We defeat it and clear the rest of the building. (8am to 11am)

We heal up and head to the Pyramid of Arithimetic Bliss. We enter the courtyard and approach the doors. We hear some mutterings that fascinate some of the party.

Combat

  • 2 x Allip (CR3)

After defeating the Allip’s, we carefully go down the hall, moving the parchments out of the way. Kephraim and Cassandra blaze the trail and the rest of the party collects the parchments.

Combat

  • 2 x Mummy (CR5)

After defeating them we search the rest of the facility and hole up for the night. We find a corpse of a Cult of the Forgotten Pharaoh. The camp in here was abandoned before the Ka pulse occured.

We found a notebook about the Cultists search:

  • Pyramid of Arithimetic Bliss
  • Sanctum of Erudite Eye crossed out
  • Shiny Bauble
  • Tomb of Minkhet Maatya
  • Marid’s Carress crossed out

We camp for the night. Panic level will go up by one (to 18).

Day 37

We plan to go Shiny Bauble, as we leave the Pyramid of Arithimetic Bliss we are ambushed.

Combat

  • 4 x Cultists of the Forgotten Pharaoph

We defeat them and continue towards the Shiny Bauble. We get there without encounter.

It was previously a glass blowers shop. We search the shop (takes about 3 hours – it’s now 9am). We find a Elegiac compass. It is missing two parts. We have one of the parts. We track medium sized dragon footprints – they to a sink hole behind the shop. It’s 50 ft down. We descend in force.

There is a crystalline dragon in a cave at the bottom of the sink hole.

Crystal Dragon – Juvenile – Medium

Cassandra negotiates with the dragon and is successful. We purchase the part we need and some other items.

We repair the Elegiac compass and take a sighting.

We will head for the Tomb of Maatya to find another Elegiac compass.

There, we find a secret entrance and proceed down. We investigate the sarcophagus which is trapped. Cassandra and Kephraim attempt to disable it and succeed.

  • Fireball Trap – CR5
    We recover a magic senket set.

This took 1 hours. It’s about noon now.

We head to the Ghoul Market. As we approach, we encounter a pack of 6 Ghouls trying to get in a door. A fight ensues.

Combat

  • 6 x Ghouls (CR1)

Cassandra goes over to the door they were going into and detects a certain…aroma (Mumia? What’s that?) Cassandra negotiates with someone within. They won’t comply. A fight ensues.

Combat

  • 3 x Rogue (CRx)
  • 1 x Ghast

During the fight, their boss joins in. He’s a Ghast and the groups (The Fading) is surprised at his appearance.

In a safe, we find the notes on how to make Mumia and 4 x doses. There are also pieces of an Elegiac Compass – they have sold off bits. There was also a journal by the Ghast. It describes his descent into ghast-hood. One of the last entries – after the last Ka pules – many of the mummy’s became zombies so they lost the source of their income. Some of The Fading went to see the Lamias at the Cenotaph of the Cinic as they had hear of no undead coming from there so maybe they are protected and will have ‘raw materials’ for more mumia.

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Session 11

Day 33 (Continued)

Maybe we don’t want to camp here. Maybe head to Asceti Manor and bargain with the Darklings.

What do we know about Darklings? Dark Stalkers and Dark Creepers. The leader of the dark folk is named Unwrapped Harmony. They are tolerated because they are not undead. The clan is called Xotl.

Unwrapped Harmony is interested in mummy’s and such.

We make our way across the Necropolis avoiding the swarms of undead to the south. We arrive on the other side of the wall and Cassandra goes over to make initial contact with the Darklings.

“Twitchy Rat” shares some local gossip – the Dark Folk are having a bit of a schism. Gaunt Cadaver was the 2nd in command and they (Gaunt and Unwrapped) have interest in the dead. Gaunt is interested in resurrection of the dead (undead) and Unwrapped was more interested in preserving the dead.

Gaunt Cadaver is looking to make the Dark folk undead. They have set themselves up in another villa – Kowab.

After about 30 minutes, we are invited inside to meet with Unwrapped Harmony and 2 of her hand maidens.

Cassandra negotiates safe shelter for the night. If want more, then as a favor – return magic stone Gaunt Cadaver.

Nefara treats Kephraim for his poison to help me partially recover. The party spends the night resting.

Day 34

We get some help from Unwrapped Harmony with some False Life spells. Nefara casts Hide from Undead.

On the way to the Kowab Villa, we run into 2 shadows.

Combat

  • 2 x Shadows (CR3)

We continue on to the Kowab Villa and approach the front door. There a likely Ankhegs on the grounds.

Combat

  • 2 x Ankheg (CR3)

During the fight, Cassandra notices a humanoid figure watching us – possibly a ghoul. Also, Cassandra notices in the windows of the villa a curtain twitch.

No response when we knock at the door – we take a few minutes and batter the door down.

Just inside is a large room with a big dining table. Fetid smell in the room. There are 3 darkling creepers and a leader type.

Combat

  • 3 x Dark Creeper
  • 1 x Dark Creeper Leader

Jewelry –
Cache – 3 potions

Cassandra convinces the conscious darkling to tell us where Gaunt Cadaver is. He also describes a big abomination in the court yard. The lab is in the back.

We go down the left side of the building (and not into the corridor) towards where the lab should be.

Cassandra open the door to the lab and…combat ensues.

Combat

  • 3 x Dark Creeper Undead (CR3)
  • 1 x Dark Stalker – Gaunt Cadaver (CR4)

After we defeat them, Cassandra recover the stone and we decide to press on to the abomination in the center.

Combat

  • 1 x Lurching Abomination

We then search the rest of the villa. It’s now about 11am and tie up the darklings in the front room and prepare to return to Villa Ascita.

“Chundra’s Champions” – 4 adventurers – illusion – 4 undead things

Combat

  • 4 x Hucuva (Undead) (CR2)

We continue on the Villa Ascita. Unwrapped Harmony is happy to see her brothers returned. We can keep the stone. She’ll share more of the coming and goings. A few hours before the pulse, a figure was carrying a golden mask and arguing with something in a copper cage. He left behind a scrap of paper.

The paper is a star chart of the of the night sky over Wati. Not sure what if it scholarly or navigation or divination from the scrap.

The golden mask does sound familiar to Harish.

The star chart might have originated from a few places

  • Pyramid Arithimetic Bliss
  • Mahepts’s Marvelous Maps
  • Academy of the Skies and Moon

Locations to still check for Elegiac compasses

  • Shiny Bauble
  • Ghoul Market
  • Tomb of Matya

We return to the Villa Kowaba and hole up for the night.

During the night, on the third watch, an undead Velriana breaks into the and attacks Belten.

Combat

  • 1 x Zombie Lord – Velriana Hypaxes

Day 35

First place we want to target is Academy of Skies and Moon.

Once we get out of the area, we’ll sell the gems, and pretty items and get the raise deads. It will take one day (to Day 35) for raise deads.

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Session 10

Day 33 (Continued)

We searched the area and found various loot and a secret door. Behind the secret door is a decrepit tunnel headed in the direction of the old Necropolis (5 ft high, 6 ft wide). Secret way in…hmm.

We go to search the rest of this underground facility. Back to the area with a pit trap and to the other set of doors. Beyond we find the remains of the firing stations for the brick works above. It’s been taken over as a dry area to store things. We spot fresh bodies and their torsoes have been opened and innards scattered about. Kephraim races forward to decapitate them. Cassandra spots some sort of desicated organ creature.

Combat

  • 1 x Tekenu (CR6)

After it tried to eat Kephraim’s liver, we defeat it and find Ptenemib’s vestments and holy symbol. We search and find some loot and magic items.

To the west is a channel of water through the doors, good for smuggling. There are a set of double doors, boarded up with a Danger sign on them. Their is a sharp chemical odor coming from beyond. (Cassandra believes it might be one of the chemicals to make mumia). She asks us to open it up and we do.

We cautious enter the area. We spot a decomposing body that is swollen and bloated. It’s face is concealed within a brass funeral mask. Some of the party start feeling light headed from the fumes. We back out trying to lure it the zombie out. Combat ensues.

Combat

  • 1 x Bloat Zombie (CR 1)
  • 1 x Poison Trap (CR 4)

When it died, it exploded and soaked Kephraim in a concentrated poison that confused him. The party knocks him unconscious after a few tense moments and tie him up.

They search the bulk storage area and the chemical room.

The lab was an attempt to make mumia.

NOTE: Your sects efforts have been exemplary so far, but their is much yet to be done. The Necropolis of Wati will soon be opened, and we might find clues that have lain hidden for too long. Transportation and means of communication will be provided. A gang of grave robbers called the Silver Chain should provide you with the cover and resources you need to continue this search. Once you arrive in the city, infiltrate the Silver Chain and bend them to His divine will. Move quickly. Once the Pharasman’s open the Necropolis to explorer’s we run the risk of outsiders finding the mask first. Succeed, and Hakotep’s moment of resurection will soon be at hand. I don’t need to tell you how much I would loath expressing the Sky Pharaoph’s displeasure if you fail. Signed – Meret-Hetef

The group goes back to the temple, lugging Kephraim with them.

There is an argument going on between Nakhet Shapsis, the leader of the Voice of Pharasma and and Sebtee, the Crocodile. They are arguing over using the pyschopomps to fight and destroy the undead.

The argument changes as we approach and we get a private audience with them. Kephraim receives a Neutralize Poison and is cured and given some healing.

We talk about the Cult of the Forgotten ones, show them the note and what was going on with the Silver Chain.

No one has heard of the Sky Pharaoph.

Cassandra proposes using the Psychopomps to secure the gates and to send a small group into the Necropolis to find the source and destroy it.

Nekhet agrees, but we must be tested first. We will have a fight with some special psychopomps. They will have Cure Deadly’s ready on each side.

Combat

  • 1 x Leader – Vanth Pyschopomp (CR7)
  • 2 x Esobok Psychomop (CR3)

Sebtee, the Crocodile – She shares hidden information. Dozen’s Elegiac Compasses deployed. As of 30 years ago, five of them are functioning. We receive a map with the locations.

Nekhet thinks the source is from Cult of Lamias – Ashument. They are at the Cenotaph of the Cynic. This is where all the atheists are interred.

Ptenemib tells us of Darklings (he is friendly with them) – with a leader named – Unrwrapped Harmony. Asciti Manor in Viziers Hill. He recommends using the passage to see if it leads into the Necropolis.

Sebti provides us a Lesser Metamagic Ectoplasmic Rod.

It’s about 1pm now. We go back to Bright River Brick Works to use see if the secret passage does go all the way to the Necropolis. We want to avoid the gates as they are swarming with undead.

We get there and head into the tunnel and start navigating it – it is a warren. We come to an old site of a fight. Cassandra notices two of the suites of armor twitching and combat ensues.

Combat

  • 2 x Animated Armor (CR2)

After the fight, it takes us 3 more hours to find our way out. It’s now 5pm. We exit up through a well into a courtyard. We have come out in the Dry Vanes. This is the slum of the Necropolis. Their is a rope ladder up. There should be a monument with one of the Elegiac Compasses on it. As we start to exit the well, we hear noise. As we start to exit, something start to sneak up the tunnel we were coming from.

Combat

  • 8 x Ghouls

After we defeats the ghouls, we heal up and Char tries to trail the snake swarm (with wild empathy) away from the rubble. It looks like the Elegiac Compass is in the rubble.

He succeeds, but it looks like the compass has been shattered

XP

  • 2 x Snake Swarm (CR) Avoided

We are going to go for another Elegiac Compass location at the Merridian Bath House (and then to maybe hole up their for the night). On the way to the Bath House, Cassandra spots a trap in the street and we stop. Cassandra starts investigating the trap when something invisible lifts her up and throws her onto the trap. An encounter ensues.

Encounter

  • 1 x Gear Ghost (CR5)
  • 1 x Spike Trap with Poison (CR5)

At the bottom of the pit trap, we find some magic wondrous item. We heal up and head on to the Bath House.

One of the Elegiac Compasses should be here and we get their and find it’s been destroyed at the Bath House and an indoor swamp.

We find in the mud a lense of detection.

We might camp here.

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Session 9

Day 32 (continued)

We are heading to gate into the Necropolis to secure it and then on to the Temple of Pharasma to find a high level cleric to talk about the Seals.

As we approach the gate, we see a Pharasman Cleric pleading with some city guard to stay and help defend the gate.

Bal Themm – Cleric of Pharasma

She’s heard something bad is happening in the Asp district. Undead attacking and dragging citizens off.

She asks us carry a letter to the Grand Mausoleum asking for more holy symbols and holy water. As she asks us, a ghostly figure steps through the gates and reaches out towards Bal Themm.

Combat

  • 1 x Raging Shade (Shadow) – Reach of 10 ft (CR4) – 200 xp each
  • Save Bal – (CR1) – 65 each

Defeating the shade, rallies the guards. She gave us a wand of cure light as reward. We head towards the Grand Mausoleum.

The Grand Mausoleum is the center for the resistance against the undead rising.

Sebte, the Crocodile, is directing the action. We bring the missive to her and she sends people to collect the items for us to return.

We ask about what’s going on in the Asp district. Possible source of the pulse. Rogue sorceress? Maybe, but we should investigate if we have the time.

Harish mentions that the Belten has been struck by an mummy. If we help the temple, they will help him before morning time.

Kephraim asks about Ptenimb. He has not reported in. She will investigate.

We head back to the gate to the Necropolis to deliver the supplies. As we make our way back, we see a Ochre Jelly near the gate and engage it.

Combat

  • 1 x Ochre Jelly (CR5) – 265 each
  • Deliver the goods (CR3) – 135 each

We then give Bal Thamm the goods she requested. She gives us a sack of jewels and money she raised from the locals.

We then head for the Asp district. Not far along the way, we see something going on at the courthouse. There are bodies outside. One of the bodies is missing an eye. Signs of restraint. We recall at one point, centuries ago, punishment was of two forms – death or removing an eye.

Combat by Trial

  • 8 x Skeleton (CR1/2) = 35 * 8 = 280 xp each
  • 1 x Magistrate Sotenrae – “Old Eye Taker” – Blood Dread Skeleton – (Heal; Immune to Cold) – (CR3) – 135 xp each

Cassandra defends and Harish prosecutes. She wins.

The Magistrate upon rendering his judgement collapses into dust along with the skeleton bailiffs. There is magic loot here.

We escort the woman that was on trial back to the Grand Mausoleum.

We hear that some other priests have not been seen – Nakht and Shep Ses – they were out looking into the source of the pulse.

Cassandra relays that we have not seen any of the Cult of the Forgotten One.

We head back to the Asp district to find the cornered sorceress. A bunch of angry locals are surrounding a sorceress – Bandu.

We use diplomatic and intimidation tactics as we move into the crowd. We get to Bandu. Cassandra lets her know the facts of the situation in decorous way. We convince her to let us put him down.

Kephraim coup de grace the zombie husband.

Encounter

  • 1 x Bandu and her Zombie Husband – CR4 – 200 each
  • 7 x Farmers (CR 1/2) = 35 × 7 = 245 xp each

We head back to the Grand Mausoleum to report in. On the way back, when we hear a scream and see a woman being attacked by zombies. Before we can intervene and then three hideous amalgams of bear and crocodiles attack them zombies.

Encounter

  • 3 x Pychopomps – Esobok’s (CR3) – 135 × 3 = 405 each

They dissipated like summoned creatures. We aren’t able to find any discernible tracks.

We heal up and escort the woman back to the Grand Mausoleum.

We tell the High Priestess Sebte. We tell her about the Pychpomps and she’s upset.

Before we rest the High Priestess will try to cure Belten of his Mummy Rot and succeeds.

We find a place to rest for the night. We level to 5th level.

Day 33

Kephraim asks about Ptenimb and still no sign. The clerics are getting worried.

We ask about the district the Cassandra’s “friend” is in – the Vanes. We head to that district. Crossing the wooden bridge into the district, something dive bombs into Harish’s face and is squaking in two dozen languages. Harish deciphers what it is saying – it is a friend of Ptmenib – he is in danger – he needs help and it has to do with Silver Chain. Belten calms her down.

Qasizn – she is Ptmenib’s best friend – tells us how he was tracking down the Silver Chain and was captured. She can ‘feel’ where he is, he’s not dead yet and starts to leads us to where he is.

She leads us to Bright River Brick Works. There are two ‘city guards’ there. After a dialogue a melee ensues.

Combat

  • 2 x Guards (CR 2) = 100 × 2 = 200 each

We go through a cleverly disguised door (made to look boarded up). We head down some stairs. At the bottom, Cassandra detects a pit trap.

Trap

  • CR3 – Camouflaged Pit Trap = 135 xp each

We head in the direction Qasizn detects Ptemnib is in.

Inside the Dormitory room, we find a brick with a amulet of natural armor +1 in it.

We come to a room with 4 wells and Qasizn flies over to one and down into it. “I found you, I found you” We rescue Ptemnib from the bottom (Char goes down and heals him up).

He knows there is most activity in the next room. Cassandra lends him a holy symbol of Pharasma.

We enter the room and blurb and a fight ensues.

Combat

  • 1 x Leader Type – Cult of the Forgotten Ones (CR3) = 135 xp
  • 4 x Thugs – Cult of the Forgotten Ones (CR2) = 100 * 4 = 400 xp

We then loot them and the room. There is a large chest in the room and the key to the chest.

Session XP

  • 1 x Raging Shade (Shadow) – Reach of 10 ft (CR4) – 200 xp each
  • Save Bal – (CR1) – 65 each
  • 1 x Ochre Jelly (CR5) – 265 each
  • Deliver the goods (CR3) – 135 each
  • 8 x Skeleton (CR1/2) = 35 * 8 = 280 xp each
  • 1 x Magistrate Sotenrae – “Old Eye Taker” – Blood Dread Skeleton – (Heal; Immune to Cold) – (CR3) – 135 xp each
  • 1 x Bandu and her Zombie Husband – CR4 – 200 each
  • 7 x Farmers (CR 1/2) = 35 × 7 = 245 xp each
  • 2 x Guards (CR 2) = 100 × 2 = 200 each
  • CR3 – Camouflaged Pit Trap = 135 xp each
  • 1 x Leader Type – Cult of the Forgotten Ones (CR3) = 135 xp
  • 4 x Thugs – Cult of the Forgotten Ones (CR2) = 100 * 4 = 400 xp
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