Lyrica Strom |
After inspecting the open sarcophagus, Lyrica comments to the others, "I can see that some of the pictographs on this sarcophagus look like religious iconography, but I have no idea what God or message they are trying to convey now. It certainly isn't Sarenrae!"
"I think we should burn him, or at least put him back into his crypt. That's no place for a final rest."
"I agree, Marcus. He deserves to rest in peace. I would also be happy to say a few words for him. I know I would want a prayer said for me if I was to be buried down in a place like this!"
Jak Howell |
I realize Jak doesn't have the skills to make best use of it, but did his use of Detect Magic on the sarcophagus and the corpse reveal any magic?
Jak listens, for some reason having a hard time pulling his thoughts together. Finally something coalesces, though its usefulness is unproven. "Another theory about our dead friend is that he broke open the sarcophagus, and whatever was in there is now free." He shrugs, "It might be a stretch, but it's a possibility. Not that it sheds any more light on our situation."
As they talk about burning him, Jak looks dubious. "I agree with Aerik. If we get finished here – and we're still inclined to take care of that corpse – let's do it then. Too many mysteries, not enough information, and not enough time.. at least for my liking."
Did anyone search the body? I see Heal checks on it, but no looking through his clothes and stuff to look for clues or useful items… what? it's not like he's gonna use it!!
Perception (taking 10) 10 + 5 = 15
If this doesn't turn anything up, i'm fine with moving into the boneyard… well, paranoidly fine with it.
stormraven |
Hmm... I thought I mentioned but, if not, Jak detected no magic anywhere in this area - not on either sarcophagus, the corpse, or the armor.
Being thorough, Jak searches the corpse. A glint of something catches his eye and he pries open the long finger-nailed hand of the corpse... to find a ruby the size of a marble.
Marcus Braun |
Marcus frowns, looking conflicted.
I'm not one to take from the dead, but that gem was important to him even as he died. Maybe he was just greedy, but maybe that stone means something, somehow was used to free one of the souls here. Maybe it freed the Pale, and we need it to seal it back up. I'll risk a dead man's ire on that chance.
With that, the lumberjack pries the fingers apart and grabs the gem.
Lyrica Strom |
"I just hope that the ruby did not drawn any trouble to him in the first place. It just seems strange that he would be clutching the gem when he died."
Lyrica takes a moment to concentrate and see if she can detect any evil auras in the cave, espcially upon the ruby.
stormraven |
Marcus takes the ruby with no ill results befalling him.
Villainous Undead |
Lyrica examines the suit of banded mail resting atop the closed sarcophagus. Unfortunately, the examination is mutual. The words "...seeing a faint aura of evil emanating from the helmet..." are barely out of her mouth when the helmet launches at the Paladin, trying to latch onto her skull. Lyrica manages to fend the attack off, noting the ring of bleeding teeth on the inside of the head 'protector'.
Initiative rolls, please.
HIT: 1d20 + 0 ⇒ (9) + 0 = 9
Init 1d20 + 5 ⇒ (19) + 5 = 24
Villainous Undead |
The helmet floats and dips above the sarcophagus briefly before swooping to bash in the Paladin's skull. Lyrica sidesteps the pummeling blow.
Round: 1
ORDER: Dark Helmet, Marcus, Jak, Lyrica, Ez, Aerik
MAP: Hat in Hand
A's HPs: 10|14
E's HPs: 10|10
J's HPs: 7|10
L's HPs: 15|15
M's HPs: 10|14
none
Bad Guys
none
HIT: 1d20 + 4 ⇒ (7) + 4 = 11
HIT: 1d4 + 1 ⇒ (1) + 1 = 2
Jak Howell |
I figured as much given its description, but I figured I'd try. And hey, if you're offering, I certainly won't turn down the use of a nat 20…
Howell, you know anything 'bout fighting helmets?
"Not a damn thing!" Jak's whip uncoils again, this time lashing out in an attempt to wrap around the helmet.
:: round 1 ::
MOVE: draw whip
STANDARD: Dirty Trick: Entangle against the hat… head… thing.
.
Dirty Trick 20 + 3 = 23
---> Success means it's Entangled for 1 round + 1 for every 5 by which the roll exceeds its CMD.
AC 17 T13 FF14
CMD 16 FF 13
Fort +2 Reflex +5 Will +3
---> +2 vs. Fear (Courageous)
Horror Points: 1
Conditions/Effects: None
Aerik Wynn |
Aerik hears Marcus' question and Jak's reply and offers:
"Keep hitting it until it stops moving?"
Free Action: Drop Sling
Move Action: Draw Sickle
5-ft Move: to P-47
Std Action: Attack!
Sickle Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5
Ezekiel Druiminn |
Round 1
"Of all things..." TWANG!! "...fighting a helmet!"
Ezekiel shoots the helmet with his crossbow.
Step to N44, shoot.
Crossbow + PBS: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage + PBS: 1d8 + 1 ⇒ (7) + 1 = 8
Crit Confirmation
Crossbow + PBS: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage + PBS: 1d8 + 1 ⇒ (5) + 1 = 6
stormraven |
Ezekiel slides around the sarcophagus and aims at the tiny jigging helmet in front of the much larger target made by Marcus. The alchemist levels the crossbow in his direction, it's deadly triple-bladed quarrel weaving erratically as it tries to follow the helmet's dancing path.
The lumberjack doesn't even have time to react before Ezekiel pulls the trigger... and pins the helmet to an outcrop of rock by Marcus's head. The helmet - if it was ever alive - is quite dead.
COMBAT OVER
Lyrica Strom |
"Dear Sarenrae what was that undead relic? It is hard enough when creatures come back from the dead, but when inanimate objects come alive as well!"
Lyrica checks to see if the evil aura still lingers on the helmet or if it finally fades.
stormraven |
That question is almost existential. Does an evil undead, after being destroyed, still register as evil? What about the corpse of a person who was evil?
Hm... I'm going to say that 'alignment' as a quality of soul or spirit goes with that spirit not the body it inhabited. So destroyed undead or evil people will lose their residual evil over time according to the 'Lingering Aura' rules in Detect Evil.
Lyrica observes the helmet with her holy sight and watches the evil in it wane and vanish in just a few moments. Soon it is nothing more than a rotted and rusted helmet.
1d6 ⇒ 2 rnds
Lyrica Strom |
The evil aura fading is what I hoped would happen. If the evil still lingered then I would have suspected that it was the helmet itself that was the source.
"Well, that is the end of that creature! I don't sense any more evil in it. That must be the end of it. So where do we go now? I will lead you through that hallway of bones if you think that is where we should go, but I cannot promise that I will be looking downward as I walk across those bones."
Jak Howell |
Indiana Jones style, Jak snaps his whip to disentangle it from the helmet, taking a moment to recoil it at his hip.
"I don't know… I think we handled that pretty well." He looks around, suddenly seeing every object in the place as some kind of flying, mindless opponent, ".. though I guess that could become pretty sticky real quick."
He shrugs as he makes sure everyone's alright, "I guess I'll just hope it doesn't' come to that."
stormraven |
Trying to do a little something with Perception rolls and Initiative on a trial basis for this one encounter. If you guys don't like it or would prefer to roll your own perception and init checks all the time, just let me know.
Our heroes head warily into the boneyard. The carpet of remains is morbidly impressive. It is nearly a 15' circle of every bone imaginable, including dozens of skulls. They skirt the edges of it as best they can. Even so, their boots crunch the odd bit - but no skeletons suddenly animate, the whole pile doesn't stand up and howl, and no corpse-lights kindle in the dark eye-sockets that stare vacantly in all directions. Looking at the pile, there is no obvious signs of armor or be-weaponed skeletons as they faced in the dripping tunnel before. There are no more than scraps of clothing intermixed with the jumble of bones. Perhaps this is, as it appears, the unsanctified remnants of a forgotten people left to moulder in this tomb.
The only thing of disturbing note that Aerik and Ezekiel spot in passing is...
Before words can be hurriedly exchanged, Marcus calls a halt with a raised fist. A tell-tale wind and a sense of movement alerts the Ranger to something flapping in an alcove in the rock. It sounds like leather being shaken out. Whatever the thing is, it is dark, blending well with the dark stones of the alcove in the inky blackness of the barrow.
Only Marcus can partially see the 'Flapper' right now and it is barely 50% exposed (for game mechanics) when it isn't sitting deeper in the alcove (-4 to hit for cover). Feel free to magnify the graphic to make out more details, but that is all you get. :D
Naturally, he can tell you all where the Flapper is, etc.
Round: 1
ORDER: Ezekiel, Marcus, Flapper, Lyrica, Jak, Aerik
MAP: Fly by Night
A's HPs: 10|14
E's HPs: 10|10
J's HPs: 7|10
L's HPs: 15|15
M's HPs: 10|14
none
Bad Guys
none
A's Perception: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 range
E's Perception: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 range
J's Perception: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 range
L's Perception: 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15 range
M's Perception: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11 range
E's Init: 1d20 + 3 ⇒ (17) + 3 = 20
J's Init: 1d20 + 3 ⇒ (2) + 3 = 5
L's Init: 1d20 + 1 ⇒ (10) + 1 = 11
M's Init: 1d20 + 2 ⇒ (18) + 2 = 20
Bad Init: 1d20 + 2 ⇒ (14) + 2 = 16
Dice off: Aerik/Jak 1d2 ⇒ 2