Dwalindor the Pahmet
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Dwalindor gets an uneasy feeling about the statues.
I bet you are right Noonan. If it was a madooza then it wasn't near this big. Tariq what do ya think? We take it out if its nappin' or come back later? We may not gets another chance.
| DMummy |
The doors behind you are likewise unopened!
After a bit you open a door to find a lifelike mural of a vast lake surrounded on three sides by sandy shores has been painted on the floor of this large room. The image includes small depictions of lakeside villages, giving the impression of looking down on a society from the skies above. The roof arches to a height of 30 feet above, and has been painted as well to resemble a blue sky dotted with clouds. Only one object sits in this unusual chamber—a thirty-foot-long reed boat that appears to float on the waters of the lake.
Dwalindor the Pahmet
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Oh no! I hates boats more than I hate cultists and madoozas! Dwalindor looks shaken.
| Tariq Ibn-Ziyad |
Perception: 1d20 + 18 ⇒ (6) + 18 = 24
”Wow, this boat looks old.”
”Um, do we think this is the last room?”
Dwalindor the Pahmet
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Dwalindor will look around the shore for tracks.
Yeah Tariq! That boat is almost as old as Noonan. he says with a grin.
survival: 1d20 + 17 ⇒ (14) + 17 = 31
| Tariq Ibn-Ziyad |
”Hey guys! Look at this! I found a small wooden box covered in Ancient Osiriani runes!”
”Good thing I learned how to read it.”
Before he opens it he checks it out.
Perception: 1d20 + 18 ⇒ (20) + 18 = 38
Dwalindor the Pahmet
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Is it something to eat? Dwalindor calls over, optimistically.
Dwalindor the Pahmet
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Let me know if you need to Amandize it to open it. And what about the boat? Does it go anywhere?
| DMummy |
You open the box, and it unfolds into a larger box, and larger, and larger and larger.
After a while you find you have unfolded a large traditional Osirian reed boat, sitting on the stone floor in front of you - so large in fact that it could hold 6 people comfortable but amazingly it continues to expand until it could sit 20.
You have found a dune boat which functions identically to a folding boat, save that it can move across sandy terrain as if it were moving across water.
| Tariq Ibn-Ziyad |
”This is actually better than my giant animated golden crab. This thing is sick! Gonna pick up some hotties in burkinis and hit the dunes in this baby!”
Dwalindor the Pahmet
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”What are you talking about? Boats don’t float on sand. Hotties? I think you have spent too much time in the sun already! “
Dwalindor doesn’t understand the folding boat
” But we ain’t gonna do any of that now. So focus and fold it up and let’s find this dead general or minions of the other dead pharaoh or whatever we are looking for.“
but it sounds cool!
Dwalindor the Pahmet
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I understood but Dwalindor still doesn’t :)
Dwalindor the Pahmet
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” We got to go back, Noonan? To face the huge madooza thing?“
| DMummy |
Went back to the map so Tariq could see! Sorry about the back and forth.
The corridor twists around again, as it does you see a gorgon charging down the hall until it is cut off by the twisting, turning route of the tunnel and you hear a distant thud in the background - like a gorgon hitting a suddenly solid stone wall.
As you do you find yourself looking at another door.
Pyramids are dramatic.
Dwalindor the Pahmet
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Dwalindor allows the smarter Noonan and Tariq to determine the best next path, leading to the door.
Well, another door and another decision. Do either of you want to do something fancy, or I have Amanda soften it up a bit?
He looks upon the door with mild interest.
perception: 1d20 + 22 ⇒ (18) + 22 = 40 +2 vs stone
Dwalindor the Pahmet
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Dwalindor walks up to the door and gives it a push (or pull if it has handles).
Well, let's see what we're a dealin' with here.
Dwalindor the Pahmet
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Gripping? Better than not grappling. :)
perception: 1d20 + 22 ⇒ (14) + 22 = 36 +2 vs stone
Dwalindor looks both ways then heads north if nothing appears.
| DMummy |
The north corridor leads to a new room - every available space on the walls of this octagonal, domed chamber is decorated with complex hieroglyphs, many of which shimmer and glow and flash with blue light and sparks of electricity. In the center of the room stands a ten-foot-tall scale model of a pyramid, its southward face emblazoned with the image of a five-pointed sun.
Dwalindor the Pahmet
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Dwalindor sighs. I guess we better see what this room is about. He turns his helm and take a few steps forward to start readying the west wall (K-11)
If you see anything jump out of that pyramid, you holler, k?
perception: 1d20 + 22 ⇒ (5) + 22 = 27+2 vs Stone
| Tariq Ibn-Ziyad |
”This must be some sort of way to control this thing, or maybe a kind of combat map?”
Perception: 1d20 + 18 ⇒ (7) + 18 = 25
Dwalindor the Pahmet
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Dwalindor stops reading the runes.
Invisible stalkers? Are they stalking us? Where are they?
He looks around, gripping Amanda.
I don't like no stalkers! Reminds me of my granny's saying':
The other day upon the stair
there were 5 stalkers which were not there.
They were not there again today,
Tariq, I wish you please make them go away!
If Noonan says they move towards the party, Dwalindor will rage and use scent to track them.
| Noonan3 |
Hold on, there is something I've always wanted to try.
Noonan steps up 5' and lets out a thunderous belch.
Holy Belch
HD Effect
Equal to caster level Deafened
Up to caster level -1 Blinded, Deafened
Up to caster level -5 Paralyzed, Blinded, Deafened
Up to caster level -10 Killed, Paralyzed, Blinded, Deafened
Any non-good creature within the area of a holy word spell suffers the following ill effects.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.
Deafened: The creature is deafened for 1d4 rounds. Save negates.
Blinded: The creature is blinded for 2d4 rounds. Save reduces the blinded effect to 1d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.
Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).
Furthermore, if you are on your home plane when you cast this spell, non-good extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether or not the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by holy word.
Dwalindor the Pahmet
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Does Dwalindor need to save vs deafness? He is not as holy as he might appear with all his charity towards his enemies.
will, hardy, no rage: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33
Sheesh! Noonan, watch your mouth! That was aweful!
Perfect use for spell if it works. :)
| Tariq Ibn-Ziyad |
”Wait, What!? You’ve always wanted to burp in the control room of a flying Pyramid?”