HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40
don't be silly. We keep this and sell it when we can get good money for it. Dealing it you aren't breaking my treasure. Now shut it so I can open this door.
The doors open into the interior of the house. More sand coats the stone floors, and the tattered remnants of the hangings and furniture are scattered across the ground.
Unless you wanted to go around to the south. I'm trying to shade the map so you have "sightlines" which is why parts of the map are dark and others are shaded.
The general decay seems to extend, and the house has light moving through small, high windows providing faint illumination however a closer examination with your own light source is the only thing to give you more detail, you don't see any movement in the rest of the house at the moment.
A large staircase climbs to the second floor from this room. Sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter.
The minute you touch the ring in the corner you see a scene unfold in front of you.
The ruins seem to be superimposed with the image of translucent furniture, decorations like potted palm trees and richly upholstered divans that shimmer into existence.
Upon one of the divans a young man clasps the hands of a young woman, and although they speak in Ancient Osiriani you can all understand them both.
“I’m so sorry,” the young man says. “I can’t find the ring I bought you anywhere. I just had it!”
“It’s all right, my love,” the girl replies quietly. “It’s not the right time to tell my family anyway.”
“Come with me, Ariseti! Come across the river where we’ll be safe!”
“Not just yet, darling. My father says we’ll be safe here. You go, and when all this is over, you can come back for me, and we’ll announce our engagement then.”
She pauses, and reaches out to touch the man’s forehead.
By Aroden, you look like a man in the grip of a fever.
He examines you closely.
Heal:1d20 + 5 ⇒ (17) + 5 = 22
After closely looking at your skin and eyes he appears confident.
Mindfire, I've seen it too many times. A terrible sickness that dulls the wits and leaves the children of Aroden less able to comprehend his divine works.
Fortunately the correct poultices and tinctures can help soothe the inflamed mind.
Rameth, you get a +4 bonus to the next time you roll a save vs. Mindfire.
In a smaller voice you hear Azubah say something to the air.
There, I said it just like you wanted. Now leave me be!
After Azubah's examination of Rameth, you head north.
In the room you come to, an enormous stone table, the marble top polished and smooth, runs parallel to the west wall of this large room. A much smaller stone table stands in the east side of the room.
Splintered piles of dust and wood lie in the corners and along the walls - the only remains of chairs after untold years. A strong, fetid stench pervades the room. An open doorway leads east, but your eyes rest on a disturbing tableau on the western table.
Six silver chalices sit on six silver platters, and in each challice sits a polished clean human skull. You get the unnerving sense their empty sockets are looking at you.
I am away from my computer that has MapTools, please let me know the order in which you're approaching the room - the entrance is H13/H14.
The skulls appear to be beheaded: animated mortal skulls that are the result of a curse that impacts humanoids at the time of death. The fact that the skulls don't have any flesh remaining is the result of age or of someone deliberately cleaning the skulls.
DC 20
Beheaded can be endowed with special powers, from the ability to throw elemental attacks or paralyze you with fear.
DM Reminder: Knowledge checks don't cost actions: Rameth and Azubah, don't forget to act after the monsters.
The skulls screech in response to Dwalindor's hammer which passes without impacting any of the skulls; they begin to swarm around him, angling to the attack from all directions.
Swift action: Use arcane poll to grant +1 enhancement bonus to weapon.
Full round action: Full attack with spellcombat/spellstrike.
5 ft step diagonally forward if allowed.
Albus attacks the floating skull above Dwalindor with his first attack, if its dead after it he will attack the one west of Dwalindor with his second attack, if not focus the second attack on it too. If he cant reach it he will take both attacks at the west skull. If the west skull is dead by the end of his attack action Albus will 5ft step to Dwalindor's side.
I don't think you can take a 5 foot step because you'd be sharing a square with Dwalindor or Rameth in that case, or out of range if moving to I14.
So the attack goes to the skull in H13, then H12
Also, you need to roll a Will Save (DC 10) to avoid being Shaken for this round and the next 2 rounds! You beat the AC even with shaken however so we can go forward
Albus shatters the skull above Dwalindor and then destroys another with a discharge of magical energy that surges just past Dwalindor's face.
The close nature of the magical attack makes all the loose hair on Dwalindor briefly stick straight out before it falls loose again.
"Angel Eyes" Albus
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