Venture Teller Play b'Post |
Belvica rushes the pus laden zombie and cuts a great slash even as Sir Willem's blade misses. Tenaka sees Waylander move father into the dust, but by time he moves to a place he can see the tiger's target it has exploded into a putrid mess.
Tugo & Mazon left for R2. Tugo, Lotti, & Waylander also need to make Fort saves as ex-zombie splatters on them.
Venture Teller Play b'Post |
Not sure if the one on us is redead
Bel 1d20+8 if hits 1d10+4
Not yet, but it will go before your third action. Mazon & Badriyah permitting of course :)
Badriyah Hameedah |
Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Her mind froze at the sight of the undead creatures rising from the floor costing precious seconds as the others in her party attacked. The old fears sent chills down her spine and caused a slight whimper to escape her lips. But finally the shouts of her companions broke through the fear and she was able to react. Knowing the foul creatures would be little effected by her rapier, she instead grabs a vial of liquid fire and tosses it at the nearest threat.
Alchemist's Fire Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 1
Tugo the Liberated |
Sorry for the silence, still adjusting to the new school schedule: day classes, PM residency...:P
Tenaka: I put a pic of a white tiger on the map, you can shrink it and use it if you like (I cropped it into a square for you)
Fort Save (Tugo, I'm assuming we're using the one in discussion for Lotti?): 1d20 + 1 ⇒ (9) + 1 = 10
Tugo and Lotti combat their assailant with magic, spear, and claw, working as a unit. Tugo casts Guidance on Lotti before she tears into the zombie: an attack which Tugo follows up with a spear-thrust.
Attack (Lotti; Tugo): 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 161d20 + 3 ⇒ (20) + 3 = 231d20 - 1 ⇒ (17) - 1 = 16
Damage (Lotti; Tugo): 1d4 + 3 ⇒ (3) + 3 = 61d4 + 3 ⇒ (4) + 3 = 71d6 - 1 ⇒ (6) - 1 = 5
Venture Teller Play b'Post |
Badriyah's flask clears the dwarf's head but misses the zombie landing at Sir Willem's feat. The fire splashes on Mazon, Sir Willem, Belvica and, fortunately, the zombie. Postules sizzle and pop, then the zombie sizzles and pops spattering goo on the ranger and cavalier.
1d8 ⇒ 7, 1 point fire damage to M, SirW, & Belvica. I need a save from Belvica & Lotti. I used Lotti's save from the discussion page for the red zombie already. Belvica didn't give me saves so I need one for you as well.
With the last zombie dead, the Pathfinders are free to explore the room without interruptions.
(repeat of courtyard's description)
The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall.
-Mazon- |
Shaking the blue aura from her hand, Mazon looks around the courtyard. Deciding that she wouldn't be able to do anything with the wall, she says "If no one can figure out the carvings, should we check out the room above the wall?"
Ser Willem Dargerion |
Ser Willem raises a singed eyebrow at Badriyah. "Thank you.", is all he says. Looking to Mazon, then to the others, he says, "Before we go further, maybe we should see that our mounts are still safe and won't wander off when we are finished here."
Belvica Insnare'ba |
You didn't ask me for saves
Fort 1d20 + 6 ⇒ (2) + 6 = 8 +2 for posion
Belvica now aflame falls to the ground and rolls the flames out.
Polyglot
Tenaka |
knowledge history: 1d20 + 4 ⇒ (18) + 4 = 22
With the last zombie dead he looked around and saw the carvings in the wall. His gaze lingered on them for a while as he muttered "interesting, that is pharaoh Azghaad as he found the city of Sothis and delivered them water..." Pulling his gaze away from it he would then regard his companions, his hand resting on Waylander it's massive head, wiping away some of the dirt from the fur. "Which way now?"
Ser Willem Dargerion |
Ser Willem makes his way to the mounts to secure them before he and his companions go further into the ruins.
-Posted with Wayfinder
Venture Teller Play b'Post |
Getting the mounts into a safe place, and closing the gate reduces the whirling sands some. It doesn't stop, but it isn't so bad as to warrant a tent or anything.
Mazon suggested the S doors (above the gate), but there is one N, E, & W also. three people builds consensus. :)
You didn't ask me for saves
(discussion page. Perception & AoO also :) no worries though)
Badriyah Hameedah |
Badriyah looks on in shame and horror as her vial catches her freinds and the creature. Ducking her head slightly, she offers a simple apology, "Sorry...I..I.." She stammers quietly before taking a deeper breath. "I don't care for undead. They bring back certain...bad...memories."
Still blushing, she moves toward the south door, following Mazon's suggestion.
Ser Willem Dargerion |
Putting a hand on Badriyah's shoulder as he returns from securing the mounts, Ser Willem smiles at her. "It is of no consequence. We are all fine and the undead are gone. Let us focus on what is ahead of us.", he says as he nods the south door.
Venture Teller Play b'Post |
A small enclosed guard post above the gate offered protection from the elements. The wooden doors are loose on their hinges and fall with a loud crash if not opened with great care. A stone cabinet served as a weapons locker, while a tarnished bronze brazier dominates the center of the room.
Venture Teller Play b'Post |
The stone cabinet has pieces of rust and brittle wood that once made weapons. However five bolts seem to be as good as new. Mazon's spell determines these bolts are magical. The witch senses evocation magic and after few moments she has a better understanding of the weapons.
By the time she is finished the rest of the party have finished checking the two rooms above the gate, finding nothing of interest. The rooms served as a respite area for any guards on gate duty, with the bazier to provide warmth on the cold desert nights.
Mazon can successfully take 10 to identify bolts: 5 +1 crossbow bolts. Where next? :)
Tenaka |
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Securing his mount first before he made his way into the room that was to the left of the compound. If there was a door that was able to open he would open it slowly. Letting his eyes adjust for a second before looking around in the room. Waylander was following him right on the heels.
-Mazon- |
Mazon tells Tugo about the bolts then she says "I also use the crossbow but we can share." She hands Tugo three bolts. Listening to Belvica, Mazon turns to Tugo and says "I think she meant that she needs arrows not bolts. And that you can enjoy them."
Venture Teller Play b'Post |
Badriyah follows Tenaka into what used to be a stable. This modest brick building provided housing for a caravan’s beasts when the fortress was active. Only the stone has survived intact, with empty sockets for lanterns at even intervals. Ancient tools for leatherworking sit on a table to the south, next to an empty stone trough. Barren stalls line the north wall. The wind and dust are not swirling in here like the courtyard, and would be a good place for the mounts.
Perception checks reveal nothing more. :)
Tugo the Liberated |
Tugo's eyes brighten, stashing the bolts in his leg-quiver, and saying "Thank you Mazon, and thank you too Belvica, I'll do my best to enjoy them." With that out of the way, Lotti trots gracefully to the stables at her rider's behest, stopping slow at the stalls themselves and looking up at him with a queer eye. "Don't worry, old girl, they're not for you; they wouldn't hold you anyway." He playfully ruffles her feathers in reassurance which makes her squawk and shake her head to lay them flat again. They proceed to the next door and check it for traps and locks.
Perception (Tugo; Lotti): 1d20 ⇒ 61d20 + 3 ⇒ (18) + 3 = 21
Tenaka |
Regarding the stables for a brief moment when Badriyah walks in. He turns his head and gives her a quick nod before stepping outside and regarding Ser Willem for a moment. "The stables are here, we should put our mounts here..." Then turning to regards the massive doors for a moment. "After that, we need to close the doors and then continue our exploration. The doors might slow down our pursuers for a bit and might put them on the wrong foot about where we are..." As Tugo made his way towards the next area "Be careful Tugo..."
Venture Teller Play b'Post |
Tugo finds no hidden wires, sleight catches or pressure plates on the door and determines it is safe.
Venture Teller Play b'Post |
Tugo peaks into the east room. It served at times as a smithy and at other times as a storage facility over the course of the fortress’s occupation. The chimney that rises from the small forge in the southwest corner is clogged with grit from centuries of storms, and the smith’s tools lie nearby under a thick layer of dust. The south door is cracked in places, and scattered crates piled against it. It looks as if someone was trying to barricade the door and someone else--or something else--tried to batter it down.
Though most of the crate's contents are spoiled and worthless, two vials remain intact and sealed.
-Mazon- |
Mazon casts detect magic over the entire room to make sure there is nothing else of use inside then tries to figure out what are in the vials.
Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
Tenaka |
Perception: 1d20 + 12 ⇒ (3) + 12 = 15
He watched the rest of the group pile into the last room together with Tugo, casting a quick glance in and seeing the amount of people there and the space he decided to not bother there and instead moved to the massive doors that were still closed. Waylander followed him, letting a low growl slip from his throat once in a while. Once at the door he would go over the door before attempting to open it.
Ser Willem Dargerion |
Ser Willem is still standing guard. He hadn't followed any one into any rooms yet...
-Posted with Wayfinder
Venture Teller Play b'Post |
The two vials are neither magical nor poison, but fortunately Mazon has the necessary skills to identify the material. Both of the vials are filled with specially prepared salt crystals known as a weapon blanch. One is an application of silver and the other is a measure of ghost salt.
Venture Teller Play b'Post |
There is time to move the mounts into the stable while Tugo checks the door for traps, opens it and searches the room beyond. :)
Ser Willem Dargerion |
Ser Willem nods at Badriyah. "Looks like. Let's go get them in here." He will then help Badriyah bring all mounts inside.
Handle Animal: 1d20 + 2 ⇒ (5) + 2 = 7
Venture Teller Play b'Post |
Anything else to accomplish before entering the last set of doors?
Venture Teller Play b'Post |
stands at the east end of the hallway, while a larger door leads south. The sound of steady splashing water is audible through an open passageway to the north, and large stone doors lead outside. One of the pillars has collapsed, and a crushed human corpse lies pinned underneath. The distinctive shape of a wayfinder peers out from under the body’s hand.
Ser Willem Dargerion |
Ser Willem returns behind the rest of his companions, guarding their backs as they continue deeper into the building. "Be careful up there. Who knows if more of this place is ready to come down on us."
Tugo the Liberated |
Lotti walks forward and turns her head to eye the corpse. Tugo drops lightly off her back, and looks the body over to see what he can.
Perception (Lotti; Tugo): 1d20 + 3 ⇒ (18) + 3 = 211d20 ⇒ 14
Tugo says a prayer to Sinashakti for the poor soul, and thanks the person's spirit for the gift of the wayfinder before retrieving it from the cold, dead hand.
Badriyah Hameedah |
Badriyah slips inside the double doors and scans the room for any sign of traps or threats while Tugo examines the fallen body. Unfortunately a piece of dust or grit drops in her eye forcing her to spend the next several seconds trying to remove the foul debris while uttering a few quiet curses.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Tenaka |
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
He regarded the rest of the group before he and Waylander followed them. The scenery before him made him frown for a moment as his eyes landed on the wayfinder before looking further in the room.
Venture Teller Play b'Post |
The pillar has crushed the corpse and most of her gear. As Tugo looks a the broken wayfinder in the corpse's outstretched hand he notices an inscription that reads: "Congratulations, Asha. --V.L.". A steel case in her backpack has not been crushed and Mazon can see the tell-tale glow of magic through her spell.
sorry I didn't check in yesterday and delayed the post. :P
The art on the walls is decorative, with fanciful depictions of a royal barge sailing on the River Sphinx, but Tenaka notices that each of the pilots bears three jewels on his or her head regalia: an emerald, topaz, and ruby.