Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)
@gm - sorry I mistakenly thought the tiles were constantly swarming and he would be able to reach two easily. If we need to ready then yes only one atk - thanks .
A fifteen-foot-tall statue of a matronly woman with long, flowing hair stands in the center of this chamber between two large stone tables. Ten curtained alcoves break up the hieroglyph-covered walls. Enormous bronze doors stand to the north and south.
Knowledge, Relgion DC 15:
The statue in the center of the room depicts Pharasma, with a dagger in one hand and a sprig of kheper-wer—a medicinal herb used in childbirth—in the other.
I can't think of anyway to block things off so you can see coordinates and there's a true "fog" but you can't see beyond the brown shapes which are meant to be opaque curtains.
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)
Dwalindor scratches his beard.
Is this statue magical or any of these curtains or doors trapped? I don't like something about this room. Not sure what...but I am sure we will know soon enough."
As you move down the tunnel you come to a large room with no other exits (for once). Half-walls and heavy curtains divide this room into a network of small apartments and common spaces. Colorful linens, faded with age, lie neatly folded at the foot of each bare bed, save for the far end of the room, where rich silks and pillows cover a bed surrounded by a mess of discarded books and notes.
Perception, DC 0:
In two of the apartments you come across two bodies of beautiful but somewhat ill looking women, dressed in fine Taldan silks and Osirian jewelry. Something is...unusual about their remains.
After Perception, with Detect Magic or Spellcraft:
The bodies seem to be preserved with gentle repose - and not from ancient times.
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Death by exposure, look to be followers of Calistria. This is a mystery since this is very hostile territory. If I had a miracle available I could speak to them to learn how they died.
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)
"Either way they did not just die and then walk down here on their own. Somebody put them there and may still be around or worse....out collecting more ."
Dwalindor will look for other rooms or exits that could lead to the missing body snatchers.
Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]
Albus scratches his head thinking.
Thats some fine a... ladies indeed. Do you think someone store them to be raised into something else later? Nothing would shock me anymore in this place.
The magus helps the dwarf search the rest of the big room.
Casts detect magic
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)
Does there appear to be any magical devices in the room or rings/headband on them? Something to control them? Or is it just their bodies radiating as magical? .
Everyone roll a Will Save, DC 16 or you're frightened for 1d4 ⇒ 3 rounds.
It vanishes from site and appears behind Noonan. Croaking a wave of eldritch energy waves out from the creature and as it touches you you feel a wave of nausea sweep over you.
Roll another separate Will Save, also DC 16
Success:
The nausea passes and you're in the same point.
Failure:
You reappear in an unfamiliar room...
Direction (Albus):1d8 ⇒ 5 Direction (Dwalindor):1d8 ⇒ 1 Direction (Noonan):1d8 ⇒ 6 Direction (Thorrpe):1d8 ⇒ 4