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Old 03-06-2015, 11:41 PM   #420
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
This cavern appears to be the end of the carved area, and behind it are natural caves. There was nothing else in the room save for some old, decayed and rusted metal fro, a few victims.

The next room curves into a large cave, with little in here save for a well that was dug, there are two exits here. One heads back to the stairs back up. The other finds a large stone across the passageway to the right, They roll it and behind is a cavern that is very large, and has a coasting of dust on the floor around 4 or 5 inches thick. At the far end is a block of stone.

Alzar begins to feel something necrotic awakening. He orders everyone back, and suddenly the block bursts open, and out comes a mummy.


There are some undead Alzar knows so well that he doesn’t need to roll his Necrology proficiency to remember. Since he used to control a mummy back in Thorasia, he knows them pretty well, although not all ancient dead are the same, there are variations on a theme.

Mummies are often pretty durable, hard to hit (this one is even harder to hit with AC 1) durable (this is stronger than normal with 39 hit points) and they have a few special things. Their attack can cause a terrible wasting disease. They can only be hit by magical weapons. They take extra damage from fire attacks. They are a rare undead that gets energy from the positive energy plane, not the negative one.

But, their sight causes fear . Roll to see who stays. Tolvar, Alzar, Pashtun, are still here. The others are paralyzed with fright for 3 rounds. (Humans get bonuses to their saves)

Let’s start this thing. Tolvar doesn’t need permission and an Acid Arrow hits the mummy as it comes at them for 5 damage this turn. Alzar doesn’t have a lot of magic that’ll work here. Vampiric Touch certainly won’t. He didn’t prepare anti-undead spells like Hold Undead. He has no chance of controlling it. His spells today are his normal – Dispel Magic, Vampiric Touch, Sleep, Detect Magic, Hypnosis, Charm Person, Identify, Continual Light, Skeletal Hands, Ghoul Touch, Hold Person. None of those are going to really shine against a mummy.

What else can he bring to the table besides his magical staff? Wands of Salt and Fear won’t work. Frost is weak here. He grabs his staff and uses two charges from it for a lightning bolt, which will do 4d12 damage, save for half. Not exactly the most damaging item he has, but it’s all he can do right now.

I’m going to need some dice

3, 8, 3, 11

Total damage – 25… time for a save… Mummy rolls…10. Don’t know, hold on, let me check the chart.

Save is an 11, fails. By one!

Boom Mummy boom!

Pashtun moves up to screen. The Mummy arrives.

The Mummy wins init. It swings at Pashtun and misses. (it has an THACO of 13, and that’s Pashtun’s AC< it’s not going to hit that often) Meanwhile, it takes 6 more from the Acid Arrow. Alzar and Tolvar miss it.

The mummy wins init, rolls a 4 and misses. They hit and kill it. Dead mummy.

Everybody in the party gains 600 XP

A search of the rock-coffin turns up some gold and gems, and even a wand….


To identify later – Wand of Fireball, 6 charges
2000 gp
52 25 gp gems
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