Mummy's Mask

Chaos in the Streets of Wati

The night was full of screams. Several fires started. It was not a very restful evening. In the morning, a commotion from the common room. Several patrons were packing up. Charr approached a wealthy-looking merchant, a man named Bali, and convinced him to hire us as guards for several bolts of silks (60gp).

We headed south, towards the closest gates, leading Bali and his men. We ran into a band of ruffians looting and assaulting a tea merchant. They tell us there is a toll, and Quinn shoots three arrows over their heads. Bash tells them that they need to pay as she cleaves one of them in twain. Quinn takes one down with a well-placed shot. Charr takes two out with a color spray, followed quickly by Regan and Tiger dispatching a couple more.

As the dust begins to settle, one of the men stands, it’s eyes burning with unholy light. Zahi calls out, “Don’t let it touch you!” It swings at Bash,but the cleric disappears and re-appears behind the creature. Regan steps in to attack, and Zahi steps up and screams a scream which none of us can hear. In a short amount of time, the undead atrocity lies…well…dead.

The shopkeeper, a man named Baatep, apologizes for not having money to repay him, but offers us two packets of seer’s tea. Bash helps fix the door. Char attempts to extort more money out of Bali, but fails.

We continue on our way. Two elderly women appear from a side street. Once they get a little closer, we recognize them as huecuevas. Quinn and Zahi shoot, but don’t appear to do much damage. Tiger also doesn’t appear to do much damage. Hmm, very interesting. Charr enlarges Regan and Bairn touches the fighter, increasing his muscle mass and turning him green. Regan charges and crushes one. Bashum crushes the second.

We find a gold chalice set with an intricately carved jade scarab (550gp) on one of the creature, burn the bodies and continue on. We get to the edge of the city, Bali honors his word (60 gp in silks) and gives us an additional 60gp. Charr feels momentarily uncomfortable for trying to extort more money from the man.

We decide to go to the Grand Mausoleum. It takes a couple hours and passes uneventfully. The priest in charge asks us to help clear the area around the temple and then move out from there. They offer us a cart and ask us that, if we can, to bring any passive dead back to them, if possible, but to burn them.

We spend some time clearing the area around the pool to the north of the Mausoleum. We run into a triad of hideous, malformed, pus- dripping doglike-corpses eating a body. They look up, snarl and begin to move towards us. Zahi identifies them as dog ghouls.

Quinn shoots, striking one in a spray of pus. Two of the creatures charge in as Regan steps up, calling out, “Charr! Enbiggen me!” Charr makes Regan bigger. Bairn casts a spell on Tiger, who’s skin grows tougher. Quinn shoots the one in the back and drops it. Regan steps up and takes down the second. Bash, looking injured, teleports behind the last creature. Bairn steps up and touches the tiger, healing it’s wounds. Bash hits, showering herself in pus, before stepping back.

We decide to head back to the temple, as Bairn thinks the pus may cause a disease. On our way back, we come upon an upturned cart, with the body of a man trapped underneath. As we approach, several zombies lurch out from the shadows. Regan steps up and strikes,but his hammer doesn’t seem to do as much damage as it should. Quinn runs up and tosses a flask of alchemist fire at one, hitting it. Zahi drops his bow, and draws his scimitar as he moves forward. Char hurls a flask of oil at one just as Bash steps up and strikes it’s head from it’s shoulders. However, the creature still lashes out.

A zombie lurches forward towards Zahi. Regan bashes the one in front of it and steps around the cart. Quinn steps up and attempts to trip the creture, knowing his arrows and fists are ineffectual. What he wouldn’t give for a nice sharp, slashy kama! Bairn summons an eagle which rakes into one of the creatures, as the tiger attempts to rend. Tiger gets crushed by a zombie. Regan charges a zombie behind the cart and the corpse collapses

Quinn trips the zombie he and Zahi are fighting, Zahi slashes at the prone zombie and evicerates it. Bairn’s eagle takes a five-foot flap and slashes with it’s talons into one of the shambling walkers, ripping out it’s spleen. Tiger does the hokey-pokey and turns itself about, and rips into the penultimate zombie. The ultimate zombie slams into Bashum’s left arm, mashing the bone, and causing it to drop to her side. Bash steps away as Regan steps up and caves in the skull of the last zombie standing.

Charr moves the zombies over to the side and burns them. One of the wheel’s is broken. We notice there is a hidden compartment underneath, that had been burst open. Quinn, Bairn and Zahi notice the scent of cedar oil and funerary spices. Zahi recognizes a silver chain in the dead man’s hand as he symbol of the Silver Chain, Wati’s most notorious grave robbing and relic hunting gang. The zombies were animated remains of mummies stolen from the Necropolis.

Hand of the Honest Man , 850gp in jewelry, and 50 gold coins.

Return to the Mausoleum. Nameless priest approaches and asks how we fared. We explain our situation, that we believe Tiger and Bashum may be diseased. The priest promises that they will be able to help tomorrow, but they are unable to do so this evening.

We head back to the Tooth and Hookah. Bashum sees to the wounded before she and Tiger quarrantine themselves for the night. Quinn, Zahi and Charr spend the evening in the common room, talking with the bartender. He says the Silver Chain moves their hideout throughout the city, and that a few weeks ago they were located down by the river, in Midwife near Morning Sun.

Quinn and Charr spend the night in the common room to assist in guarding the place. The night passes uneventfully. We eat some breakfast in the morning and head over to the Grand Mausoleum. On our way, am enormous scorpion emerges from behind a building.

Quinn shoots, hitting one while Charr makes Regan big. Regan steps up and shears off some carapace. In turn, the humongous vermin grabs Regan and drives it’s stinger into the warrior’s thigh. Tiger charges, but gets grabbed by the other giant pincer. Quinn shoots twice, hitting the creature in the crease of the pincer holding Regan, freeing the warrior. Zahi shoots and the creature falls to the ground, dead.

We make it to the temple without further incident. We find Father Feyd, and he cures Bashum and Tiger of their disease. We ask Father Feyd about where all the undead could be coming from, and were told that it could be magic, artifact, natural phenomenon.

He asks that we go to the gates of the Necropolis to assist a young acolyte, Bal Themm, and then investigate the Silver Chain.

Panic Level: 17

60gp in silk
110gp
gold chalice set with an intricately carved jade scarab (550gp)
2 doses of seer’s tea
Hand of the Honest Man (Bashum)
850gp in jewelry

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A Night at the Auction

Pteminib, a priest of Pharasma, invites us to the auction. While we wait, Charr does some research on divs and picks up the silver flumpf pins for Bairn, Bashum, Quinn and myself. Char gives Regan a copper flumpf pin.

The auction house is kind of like a museum and has a curator. We are given a list of guests.

Baketra (rich woman likes to buy expensive things to show them off)
Basif Iosep (half-elf coffee merchant)
Djat and Intef (clerics of Nethys)
The Four Lanterns (Andoran adventuring group)
Khamayid Okhenti (youngest of a noble family from Wati, has been away at school)
Manaat Heshwah (Sothis trading house)
Maru and Na-maru Meshoten (rich grandmother/granddaughter socialites), Menya the Whip (armorcrafter)
Zahi Feyr (adventurer)

We mingle with the others for a while and soon enough, auction starts. Most of our stuff sells. And then the zombies break in. We take care of them, but not before Maru and Namaru attempt to escape and get buried in rubble.

Then the severed hands of the local thieves scurry up and attack. And we deal with it.

And then a mummy bursts out of the store room, and we take care of it, but not before Regan and Khan are knocked unconscious and infected with mummy rot.

mummy_by_fort_o-d37m0cq.jpg
mummy by fort-o on deviantart.com

get to the location. good size. walled with a two story building within. built into the surrounding wall. The doors bear the hieroglyphs reading “House of Pentheru”. Statues bear heiroglyphs identifying them as Pentheru the Elder and Pentheru the Younger. Char takes a rubbing.

Shai squeezes thru. East and west stand columns supporting archways, with bronze gates. Stairs lead up to bronze doors into the house proper.

Bashum follows, and then us. A woman’s voice calls out “Hold the gates! Don’t let them inside the compounds!” The gates begin to shake and rattle. Char does not detect magic. Bash thinks the place is haunted.

To the east is a corner of a building, and to the west what looks like a dry pool. Move to investigate the pool and a a giant centipede emerges. It almost bites Tiger in half. Char throws oil at it and Vargrin bombs it and lights it on fire.

A squat building in the back bears hieroglyphs identifying it as the Crypt of Pentheru. Shai says they are not trapped, and they do not appear to be magical. Bash and Shai step to the front and start down the steps. Shai searches for traps. A raised platform in the center holds statues bearing ankhs and khopeshes, and an altar in the middle.

Shai steps into the room, and is attacked by a dead creature wrapped in dirty, nasty rotting linen. The creature grabs Shai. We all move down the steps. Once Char gets into the room, he identifies the creature as an adherer, a non-undead creature with sticky skin and damage resistance. After way too long, it dies.

Shai starts down the next set of stairs. A couple chambers later and Shai is attacked by an undead cat swarm. Find the tomb of Pentheru the Younger.

Spend rest in the tomb and enter the house in the evening. In the dining room, we encounter four floating heads. Tiger takes out the first. Bash takes out another. Vargrin shoots and wings it. Shai takes that out with a quick thrust of his rapier.

Something sneaks up behind Char and attacks, hitting him hard. As he turns to see what hit him, he sees Shai and Vargrinn drop. Bairn rushes in as Char withdraws. Tiger charges in, as I shoot it with my wand.

Heshsharu, a sandman.

In the dining room -

funerary mask – 150gp
turquoise scarab – 50gp
6 silver goblets – 45gp ea
6 silver plates – 30gp ea

In the courtyard -

+1 scale mail –
+1 light crossbow –
5 cold iron cross bow bolts
10 crossbow bolts
gold holy symbol of Sarenrae – 25gp
3pp, 37gp

Not a lot on the first floor. Some skeletons in the foyer.

Minnophet, the owner of the auction house, meets us the the next daty and gives us oil of hold portal (Char), potion of aid (Zahi), potion of sanctuary (Bairn), potion of spider climb (Quinn). Four Lanters come and confess that the mummy came from a sarcophagus they returned. scroll – burning hands (Charr), color spray(Zahi), grease (Zahi), shield (Charr)

We learn that undead have overtaken the city. There is chaos in the streets. All the shops are closed. And we have loot to sell.

Current Panic Level: 20

25+ as bad as it can get
0 or lower = very good.

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The Erudite Eye Catacombs

We finish off the necrophidius. Bairn doesn’t feel well. Bashum determines he is inflicted with mindfire, a disease.

Head down the hallway and there is a door in an alcove on the left. to the right, the cooridor continues to a large, dark room, with a gate across the corner.

Fight the Scorched Hand. Fighter surrenders

Fight some caryatid columns.

go back to town, sell spellbooks and

Sanctum of the Erudite Eye. First High Priest, Djedihepet, died in 1599AR, wise councilor, trusted keeper of secrets and good friend of the pharaoh. Pharaoh was Djederet II (same from the tablet).

Go to fountain room. Heiroglyphs encircle it listingit as a pool of protection. Find the keystone for the elemental. Summon it and ask it to show me any secret chambers.

It takes us to a chapel. Skeletal guardian with a spear and a chain shirt.

fight a coffer corpse, find a vault with a small chest.

magical gloves – Apprentices Cheating Gloves (AE) 1100gp (sell)
mithral chain shirt, masterwork (sell)
magical Spear of the Watchful Guardian (+1, can be altered to bypass damage reduction – B/CI/Ag/S)- $8462gp. (sell)
Onyx funerary mask (sell)
Onyx and Gold holy symbol of Nethys (sell)
ring of the grasping grave (sell)
silver holy symbol of nethys (sell)

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Second Day in the Temple of the Erudite Eye

Find a shrine and fight a couple heucuvae.

Silver Chalice
Silver Knife\
Tithing Box

Camp, before movingdown stairs.

Downstairs, find a gated room. Shai and Quinn open the gate, Bash steps in and the statue lurches to life. After a furious battle, Vargrin, and Tiger are unconscious and Shai is dead.

+1 quarterstaff. Sell.

Pick up a hammer/board fighter named Regan. Return to the catacombs. Find a poorly concealed secret door. Find a necrophidius within. Vargrin and Char take it out. Entire secret room is magical, as if an overwhelmingly magical necromantic item had been very recently removed.

“Woe to you who would plunder the reliquary of the thrice divided soul. Turn away lest the harst judgement of the Forgotten One fall on you and your descendants for a thousand generations. Turn away for his ka cannot be appeased and shall call forth legions of the dead and the damned. Turnaway and may the All-Seeing Eye and the Lady of Graves take pity on you. For if not, the Forgotten Pharaoh shall consume you body and soul.”

Glyph of Warding, discharged, on the back of the door.

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Temple of Nethys

Bairn comes down with something in the afteroon after we get back. Take him to the temple to get cured. I spend some time at Faraq’s. Notice one of the Scorched Hand.

Scorched Hand is back and then left. Did not spend the night. Halflings came back last night, spent the night and headed back out.

Halflings heading out to a bank. Scorched Hand said nothing.

We head out. As we are making our way through the Necropolis, we are ambushed. Take them out rather quickly.

30gp. Masterwork scimitar. 4 masterwork longbows.

IN THE SCRIPTORIUM

scrol of detect secret doors
scroll of remove paralysis
tablet of languages lost
scroll of align weapon
scroll of halt undead
scroll of knock
wand of lesser restoration – Bashum

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The Villa of Pentheru 2

Bairn finds a ring, there is a vision of lovers talking about a missing ring. In the vision, the female mentions that the man seems to be burning up. Bairn falls feverish and finds silver anklet, ring, tarnished silver serving tray, ornate vase.

we follow the rest upstairs. In a bedroom we find a headless corpse, which I identify as a victem of the vargouille. Also find a gold ring on the corpse.

Vargouille – small outsider, not very intelligent, bite is poison and can turning others into them with their kiss, change happens within 24 hours of the kiss.

Inscription on Ring – to Akhar from Phanet – Love Eternal

Move into a second room that looks like a bedroom. Large hornet’s nest, closets in the corner. Laquered dresser. After Shai, Bashum and Vargrinn enter the room we hear a shriek from the hallway and spy a vargouille. A second one appears. And then some bestial horned head thing appears, attacks Vargrinn and then disappears. We take out the vargouilles, but the horny head disappears.

We see move ment in another room, and Shai and Bashum go to investigate. In that room, Shai finds a darkwood box with a white silk osirion wedding robe, as well as some costume jewelry (less than 50gp), a strand of freshwater pearls, a tube containing a powder( faint transmutatuion – bonus on perception checks and resistance versus sight-based attacks), a scroll tube containing a self-portrait of Ariseti.

In another room, a small rusted dagger, marbles and a laquered box. containing small carved game pieces.

Back in the big bedroom, behind a fake dresser is a bronze chest. Which we can’t open. I do detect aurae of faint enchantment and abjuration.

The last room looks like an office. Shai finds a brass key that fits the bronze chest. 20 small gold ingots, bearing a seal of the Kelishite sultan who govorned (25gp each), and a magical headband (deadman’s headband which is cursed).

We go downstairs and head towards the outside. Shai gets attacked by a giant solifugid. And then some skeletons. We take out the skeletons whuile Shai and Bashum miss the solifugid several times, but finally takes it out. One final door remains closed. Opening it reveals a swarm of scarabs. We back up, throwing alchemist fire and oil at it. And then an asp appears. And then a large two headed, worm-invested dog comes out of a stable. Char identifies it as a death-dog.

We fall back behind the gate and Char casts hold portal. After an hour or so, we go back, and find the skeleton of the death dog. In the dog house, actually a guard quarters, 7gp, 3sp, 12cp, and a turquoise earring.

Go back to the Mausoleum. They are thankful for our information. The third exploration site is an abandonded temple dedicated to Nethys.

LOOT

20 small gold ingots (25gp each)
7gp, 3sp, 12cp
turquoise earring (15gp)
darkwood box 100gp
white silk osirion wedding robe 150gp
costume jewelry (35gp)
strand of freshwater pearls 200gp
a tube containing a powder( faint transmutatuion – bonus on perception checks and resistance versus sight-based attacks) [Shai]
a scroll tube containing a self-portrait of Ariseti – 80gp

gold ring (magical ring of protection +1, but causes disease) [Bairn]

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The Villa of Pentheru

get to the location. good size. walled with a two story building within. built into the surrounding wall. The doors bear the hieroglyphs reading “House of Pentheru”. Statues bear heiroglyphs identifying them as Pentheru the Elder and Pentheru the Younger. Char takes a rubbing.

Shai squeezes thru. East and west stand columns supporting archways, with bronze gates. Stairs lead up to bronze doors into the house proper.

Bashum follows, and then us. A woman’s voice calls out “Hold the gates! Don’t let them inside the compounds!” The gates begin to shake and rattle. Char does not detect magic. Bash thinks the place is haunted.

To the east is a corner of a building, and to the west what looks like a dry pool. Move to investigate the pool and a a giant centipede emerges. It almost bites Tiger in half. Char throws oil at it and Vargrin bombs it and lights it on fire.

A squat building in the back bears hieroglyphs identifying it as the Crypt of Pentheru. Shai says they are not trapped, and they do not appear to be magical. Bash and Shai step to the front and start down the steps. Shai searches for traps. A raised platform in the center holds statues bearing ankhs and khopeshes, and an altar in the middle.

Shai steps into the room, and is attacked by a dead creature wrapped in dirty, nasty rotting linen. The creature grabs Shai. We all move down the steps. Once Char gets into the room, he identifies the creature as an adherer, a non-undead creature with sticky skin and damage resistance. After way too long, it dies.

Shai starts down the next set of stairs. A couple chambers later and Shai is attacked by an undead cat swarm. Find the tomb of Pentheru the Younger.

Spend rest in the tomb and enter the house in the evening. In the dining room, we encounter four floating heads. Tiger takes out the first. Bash takes out another. Vargrin shoots and wings it. Shai takes that out with a quick thrust of his rapier.

Something sneaks up behind Char and attacks, hitting him hard. As he turns to see what hit him, he sees Shai and Vargrinn drop. Bairn rushes in as Char withdraws. Tiger charges in, as I shoot it with my wand.

Heshsharu, a sandman.

In the dining room -

funerary mask – 150gp
turquoise scarab – 50gp
6 silver goblets – 45gp ea
6 silver plates – 30gp ea

In the courtyard -

+1 scale mail –
+1 light crossbow –
5 cold iron cross bow bolts
10 crossbow bolts
gold holy symbol of Sarenrae – 25gp
3pp, 37gp

Not a lot on the first floor. Some skeletons in the foyer.

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The Lottery
In Which We Explore the Tomb of a Long-Dead General

After the assistance we gave to the Church of Pharasma, we are granted passes to the lottery of Wati. The church is overseeing the opening of the necropolis in order to reclaim the riches of Osirion. My companions whom I met in Kaer Maga and I planned on entering and, for lack of a better word, plundering, the tombs of the long dead.

Ah yes, my companions. I suppose I should introduce them. Of the original group, there is Vargrinn, the dwarven gunslinging mercenery, Bashum Bashumgood and myself, Charr Sharivazen child of Katapesh. Also along with us are Shai Mau, a cat-man with a knack for sneaking, and Quinn Ammell, a quiet man with quite a knack with a bow.

On our way into Wati, we met a man named Baern and his tiger companion. He interested us enough that we invited him along with us as we made our way to the Grand Mausoleum, there, under a red and white striped awning, we met with Sebti the Crocodile. She asked us the name of our group. We hemmed and hawed for a couple seconds before Bashum spoke up and said Flumpfs in a Blanket. With no better name, flumpfs we became.

Once we had registered, we were given The Rules, and are told to return in the morning. After briefly weighing our options, we opt to use the Tooth and Hookah as our base of action. A typical den of iniquity, hookahs on every table, a pygmy crocodile lounging next to the stand-up bar like a mascot.

A robust, elderly man named Faran greets us. Two tables are taken. One table holds a couple drunk locals. The other table comprised of unkempt halflings drinking hard. One of them seems to be in charge, named Mad Dog, of the group known as The Dog Soldiers.

As the night progresses, a couple other groups arrive. First, an all female group led by a red-headed Ulfen, going by the name of The Daughters of the Desert, followed by a gropu composed of a Chelish warrior, a Qadiran priestess of Sarenrae, an arcanist of some sort, and a scout, named the Cryptfinders. Next in was a group dressed all in dark clothing, calling themselves the Sand Scorpions.

The last group, called the Scorched Hand, is led by a woman in foppish clothing, topped with a broad-brimmed hat decorated with peacock feathers, with a lute strung over her back, who we will learn later is named Velriana Hypaxes.

The next morning, the high priestess calls for silence, invokes Pharasma, and gives a brief History of Wati. Following another official recitation of The Rules, the Lottery begins.

We are assigned The Tomb of Akhentepi.

After arriving at the tomb and gaining entrance, we are assaulted by scorpions, which we drop quickly. Vargrinn attempts to extract the scorpion poison.

Beyond the wheel door is another room, with a shaft descending. Shai climbs a rope down to a similar sized room, with doors on either end. The doors are carved with a face. A body lies in front of one pair of doors, marred by a dark stain.

We lower our gear down, and climb down. I almost falls, but heroically grab the edge of the shaft. After that, I easily climbs down with my feet braced against the wall.

Bashum opens the one set of doors revealing a corridor ending in double doors. On either side walls feature carvings of battles. Shai moves down the hall with Bash, Vargrinn and myself following. Arrows shoot out catching us in a crossfire. An ancient trap!

Shai and Quinn try and deactivate the trap, setting it off.

Enter a room, with doors on the side walls, and a tapestry on a wooden frame, flanked by mummified cats.

Down the North stairs, and into a room with a chariot, a chest, two stone columns with animal skins stretched between them. Shai moves to the chest, and as he goes to open it, razors slice into his paws. He is proving to be more of a trap-setter-offer, than a trap-finder.

Inside are three potions, two books with good plated metal sheets for pages weighing quite a lot. First is a biography of Akhentepi and the second is a list of military campaign. Probably worth several hundred gold coins each.

Corridor leaves room to the east, has masks hanging on the walls. Four gold-plated funerary (Pharasma, Abadar, and two others we don’t recognize) masks on one wall. The room to the east with a table with a diorama, 3 shields on a rack, and weapons on the south wall. 5 small chests and a clay urn. As Shai moves into the room, three tiny figures crawl down off the diorama. The ubashti dolls quickly take Shai down, and prove to be very difficult.

Among the spoils are a magical light steel shield shaped like a scarab, matching Akhentepi’s shield. Scarab Shield, a couple other shields, a composite shortbow, khopesh, spear, some chests of good craftsmanship, not locked or trapped, but sealed with wax. The contain some coins and a container of nard.

Heading back to the tapestry room, we go through south door to a room with a mirror and 2 statues. Ajar doors leading east and west. In the mirror is an image of Akhentepi. The mirror has illusion and transmutation on it, and seems to be some kind of magical brand. I tell the people not to look in the mirror.

We head east entering a long chamber lined with pillars, stone jackal heads jut from the walls, and a stone altar sits out from the east wall. As we open the door, ten legged spiders crawl out from behind the altar. We kill them quickly.

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Mummy's Mask
Plundering the Tombs of the Ancients Under the Authority of the Goddess of the Graves

Seven years ago, Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who’ve traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities. The Ruby Prince’s policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathf nder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom for the local area and for Osirion as a whole.

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