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Cordoba moves quickly into the middle of the room, calling the dead back to the boneyard - a deep resonant hum fills the air as black whisps curl from the shadows and whispers call out of the darkness in the nooks and crannies around you all. The creature before him (I20) rasps in agony but still manages to pull itself to its feet, taking a step away from the cleric of fate. The zombie in the north room (C24), still shuddering from his call last round also begins stumbling backward. The pull of Pharasma is weaker in the others (I26 & M20), they get themselves up and begin dragging themselves unsteadily toward him, opening their mouths wide... inhaling hoarsely... For everyone, the dryness of the room is overwhelming. Your mouths are pasty, you tongues stick to the sides and roof of your mouth. Your lips crack... but it's not enough to slow you down... yet. Everyone else may post their attacks. Cordoba: Spoiler:
DC 15 fortitude rolls, twice - you are being dehydrated by the zombies. If you fail ONE roll you are fatigued. If you fail BOTH rolls you are exhausted. Round 1 18 The Deceiver: Init +7 (DEX 16)
Cordoba’s whispers a prayer to Pharasma and cold, distant whispers erupt from spots of darkness and shadow all around you, calling to the unclaimed dead. A shudder passes through the creature just struggling to its feet (F20) - two other corpses (C24 and K20) seem that they may have also been affected, suddenly twitching and rolling. Syd moves in quickly brandishing the former paladin’s enormous blade slicing off an enormous chunk of ribs and flesh. With a wave of his hand and swing of his staff Pulsifer pulls fires out of the ether and casts them at the creature, producing a unspeakably nauseating odour as it immolates. Aref’s brings a fire beetle across the dimensional borders and delivers it onto the flank of the rising undead and it too gnaws a piece off the creature. While Vass laughs behind him Jon charges at it and decapitates it, sending it to rest in the boneyard. The creature, having only just lifted its head, falls back to the ground. Surprise Round: the zombies have no action 18 The Deceiver: Init +7 (DEX 16)
Jon, breathing hard after his jog down 300 steps to the first level (150 feet below), gets back as Syd, Aref, Pulsifer, and Cordoba alternate between trading insults with Vass and discussing what it is that sucking the water out of everything in the balcony room and making their mouths dry. Jon walks to the entrance of the room and pours the water out onto the ground. The water immediately begins to flow toward the nearest corpse, smaller splatters evaporating. The cadaver's fingers begin to move. The Deceiver wrote:
If it pleases you to be within thirty, then let it be so. Aref Sami Shahrokh wrote: Hmmm..interesting. Shillot! Detect magic, Aref begins scanning for magical emanations... Before Jon and Cordoba back away you spend enough time observing the significant auras emitted by the cadavers to make a spellcraft roll, although perhaps Aref can guess what he will see. Leaning past Cordoba but without entering the room, Jon points to what looks like some footprints, maybe only a year or two old. Perhaps they belong to the dry and crunchy carcasses. Jon and Cordoba:
Spoiler:
Your mouths are feeling horribly dry and your skin is beginning to feel the same effect despite your light perspiration. Jon stalks out of the room up the hall to the north then cuts right down the unexplored hall, coming out into a long 100 foot by 30 foot room that opens into the main chamber on its southern wall. From the entrance of this room he and anyone with him sees that the walls are decorated in beautiful mosaics and the tiles intricately patterned and inlaid with precious metals. Grimly laid out on the priceless floor are the desiccated bodies of three clerics of Aroden, lightly dusted with an eon of sand. Two other rooms open into this long chamber, one with shelves of beautiful carved statuettes and a small desk, and the other with a dark obelisk carved with writings that are, from here, no quite discernable. One more body lays in each of these rooms. Regarding the demon in Ryor: Sense motive DC 10 Spoiler:
It seems that the demon just doesn't want to get in a fight here. He seems to be toying with you. Sense motive DC 15 Spoiler:
The demon seems like he doesn't want to fight you all. The flaming sword doesn't seem to make him nervous, but he is bothered by Pulsifer, as he also was by Bohdan. Sense motive DC 20 Spoiler:
The demon seems like he doesn't want to fight you all. The flaming sword doesn't seem to make him too nervous, but he is bothered by Pulsifer, as he also was by Bohdan.
The devil on the table also seems to worry him as evidenced by his offer to just forget the library and get out of here. Perhaps he is threatened by something other than you, such as the demon, and is staying with you for protection. One thing is for sure, he's making moves in a game and you don't know the rules. Jon also takes the scabbard from the paladin's belt. The bastard sword becomes sheathed in flame the moment Jon grips its handle. Jon Spoiler:
You hear whispers in your head again, but they don't leave you feeling violated and dirty as before, downstairs. On the contrary, this is a quiet comforting whisper in Tian Yu that tells you a demon hides within Ryor. Stats for the transmutation longsword are here, Rad. Jon: Spoiler:
The bastard sword is held two handed unless you take a feat that allows you to use it with one. It has a +1 magic bonus to hit and to damage. It lights up with flame when you fight evil creatures, and does an additional 1d6 fire damage when you hit them.
Damage: 1d10 slashing (+1 damage from magic bonus)
Jon and Cordoba move closer to the pair, appraising the immaculately fashioned plate armor emblazoned with the winged eye of Aroden on the chest, a green emerald glowing in the pupil, while on the shoulders are engraved beautiful stylized keyholes with ghastly faces, eyes and talons clawing as if to pull themselves through. Pulsifer (who had this spoilered to him earlier) mutters the words “Door Keepers”. Blackened scoring speaks of powerful blows, probably landed by the scimitar wielding creature in his embrace. His cloak is shredded as if in a hurricane, and closer inspection finds bits of gravel embedded in the armor plating and other sections almost worn through by what you guess to have been unimaginably powerful blasts of sand. Two hands still clutch his sword, one hand cupped tightly over the pommel as if he was thrusting the sword into the monster’s breastbone with all his might and died gripping the blade. Where steel meets the flensed meat of his long dead and dried enemy the flesh is blackened. Cordoba reaches out and feels heat still coming off the holy man’s weapon. The beast, it seems, had simultaneously driven it’s black reflective blade up into the paladin’s stomach between the plates of his armor. Ever curious about the fashioning of weapons Jon bends closely to the sword and catches a chilling reflected imaged of his own face, yet it isn’t him, the face he sees cries out tortured and weeping. The beast is flensed. Now dried, the pieces of grit, stone, chunks of metal and bone that tore the flesh from its bones can still be found driven into wounds all over its body. Humanoid - it’s lidless eyes look out from a deformed, elongated face. No pupil, no iris, no white. Just dried jet black orbs above nasal slits and a heavy jaw lined with inch long razor sharp teeth. Cordoba Spoiler:
It’s no demon. This beast is infernal, from hell. The Araton, or desert devil. Fascinating. Demons and now devils, too. Jon Spoiler:
When you see your face in the reflection you pulse quickens and for a moment you feel fear cut into you... but control it fast. You have no doubt that this is a weapon of great evil. Looking south down the hall you see light breaking into the hall 80 feet south from what must be a room. Jon turns and walks down the narrow hallway. What begins as a light dusting of sand gradually deepens. Jon bends down and finds the same particles as he did below: bits of metal and bone that look like they’ve been worn for years in the surf, or possibly blasted until smooth by a raging sandstorm. A few more feet and he comes into a long 20 by 50 foot room with a table carved from a granite slab. Morbidly bent over onto the table are the desiccated bodies of a creature and an armored man, the creature horned, skinless and flayed with a bastard sword thrust into its breastbone and the man with a black metal scimitar in his guts. They seem to have died in battle. Light streams into the room from the main chamber through the balcony opening you saw below this morning. Knowledge (Planes, Arcana, Religion), Perception The crew pulls on their backpacks and heads out, with Ryor chattering away nonstop on all manner of vile and socially unacceptable topics. Bohdan follows along in the rear. You walk the dogleg in the hallway north and look the doors and the well over. The doors have the same locks as the secret room, some kind of combination lock using metal rings that must be dialed into position. Ryor insists that they should be opened, that it’s a library and full of knowledge which he promises will make you unimaginably powerful. When you keep walking he almost begs that it should be opened, then curses, then threatens, but finally resigns and follows when everyone else starts trudging up the stairs – he complains all the way. At the bottom of the stairwell you find tiny broken bones. Bats presumably… cast down the hollow core of the stairwell by some predator up above no doubt. The lights don’t illuminate very far in the circular stairwell and shadows cut strange angles up into the spiraling stonework above and below. A stone railing prevents anyone who is foolish enough to stumble from falling down the center to their death. You walk carefully, looking for signs of danger. Up you climb, quite far, and as expected find landing and a narrow hallway leading out of the stairwell some 150 feet above the main floor. A gentle breeze blows through the hallway from the stairwell. Swinging in the breeze is a fine rope, which looks like it may be silk or perhaps Elven; it dangles down the center circling stairs, its frayed end stops at about 20 to 25 feet below the balcony level. The hallway leads east, and another hallway branches off of it to the south. Jon: Spoiler:
The sword is a +1 Alterable Weapon (changes between a longsword, dagger, and light mace):
Weapons that possess the alterable enchantment are literally able to change their form and type upon command. After undergoing this enchantment, a weapon’s form becomes blurred and indistinct, possessing a hazy or occasionally wavering quality. Alterable weapons can change from one weapon type to another at the command of the wielder, to a maximum of up to three distinct weapons, preselected by the crafter. Weapons do not necessarily need to be held to change form, but they must be in physical contact with the wielder. It will remain in whichever form it is left in. Obviously it is convenient to leave this weapon in a dagger form. All the weapon types must be in the same size category in order for the change to occur. Minor alterable weapons cannot change from melee types to ranged types and visa versa. These weapons retain all magical enchantments and enhancements in all their forms, although qualities that apply only to specific weapon types (such as crushing, keen, or vorpal) do not function when the weapon is not of the required type. Strong transmutation; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, polymorph any object; Market Price: +1 bonus, 2300 gp. Syd: Spoiler:
+1 Defending Claymore:
A defending weapon allows the wielder to transfer the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn. Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +2 bonus. In the magical spoils there remains 2 potions, some arrows, and half plate that fits Syd or Bohdan. Jon Qiang wrote: find his body and destory it? Ian: Spoiler:
Yes, in western religion and literature, demons (in the Catholic church sense) can take control of a person. In D&D terms, the demon will leave a physical body behind somewhere, and that body must be found and destroyed. If this isn't done the demon CAN keep coming back. I think everyone here in the game knows that if they kill the demon in Ryor, that it is Ryor who will die... and the demon will escape, possibly to possess someone else. In D&D it's no fun to have the DM possess your PC, unless you're a really wild and crazy role player, so I probably wouldn't nail any of you guys... Bohdan.... possibly. With GentleGiant away it's worth consideration.
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