| Rameth the Delver |
Off to the last room on the first floor
| DMummy |
Brightly colored columns stand in the four corners of this foyer. Hieroglyphs cover the walls and tiled floors, obscured in places by piles of dust and sand. Open archways lead to the north, east, and west, while a set of stone double doors exit to the south.
Once Rameth sets foot in the room, another strange sensation comes over all of you, like the one that happened as you crossed through the gate a few hours (weeks) before.
Ancient Osiriani echoes in your ears, somehow understandable to all who hear it.
Against the clamor of voices from outside the house, you see the bar slam shut sealing the front doors, even though you have not opened it yourself.
They shake on their hinges as a ghostly woman's voice screams They're inside! Protect the family
Another voice echoes and you see four ghostly figures of Osiriani men, armed with khopesh and protected by the tear-drop shaped quilted armor so common in desert climes, raise their arms in response.
It's too late! Save yourselves!
They turn to face not the door which seems to be barely holding against heavy blows from a mob on the other side, but upon the Maze Minders.
Under three of the ghostly forms you see three skeletons, armed with broken swords and shattered helms move towards you in the unnatural motion of undead.
Please roll a Will Save, DC 11. If you fail please roll 1d100 to determine what actions you will take as you gain the confused status.
Initiative (Albus): 1d20 + 1 ⇒ (12) + 1 = 13
Initiative (Azubah): 1d20 ⇒ 2
Initiative (Dwalindor): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Rameth): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Skeletons): 1d20 + 6 ⇒ (8) + 6 = 14
Combat Order: Skeletons, Albus, Rameth, Dwalindor, Azubah. Will post first action soon.
| Rameth the Delver |
1d20 + 5 ⇒ (20) + 5 = 25
Bah...they are already dead, lets just knock em down.
| DMummy |
Note: There is a wall between Albus and the Skeleton at O19/O20
The skeletons move to engage you much more professionally that the usual shambling charge of normal undead. The haunting and the animating force of the skeletons gives them some semblance of human thought.
R17 to R18, attack Rameth
Attack: 1d20 ⇒ 1
Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
The skeleton attacking Rameth raises it khopesh, but the skeleton is so ancient that this violent movement causes its hand to break off from its forearm, landing with a clangor on the floor of the foyer. The phantom blade swipes through Rameth own weapon harmlessly.
O19 to P19, attack Dwalindor
Attack: 1d20 ⇒ 7
The second skelton takes a quick step to attack the fearsome dwarf following Rameth into the foyer. It own blow is wild but the broken sword remains in hand.
O16 to O19, attack Azubah
Attack: 1d20 ⇒ 12
Damage: 1d8 ⇒ 8
The last skeleton shambles across the floor and thrusts its broken blade hard at Azubah, landing a mighty blow with the jagged edge of its tarnished bronze blade.
| Rameth the Delver |
lol thats funny
1d20 + 7 + 1d6 ⇒ (7) + 7 + (5) = 19 religion, in case there is something special about the skeletons
1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6 for 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Rameth two hands his club and tries to knock the skull off.
| Azubah |
The last skeleton shambles across the floor and thrusts its broken blade hard at Azubah, landing a mighty blow with the jagged edge of its tarnished bronze blade.
That would not hit Azubah; unless we have been here over two hours, he still has a +4 bonus to AC from one of his revelation powers (ancestral shield). In that case he is AC 16.
Will Save
1d20 + 6 ⇒ (9) + 6 = 15
| DMummy |
When did you cast it because you've been here a while? Since you're searching the area (including digging through sand without a shovel (no one bought a shovel!) and checking for false stone-work, etc.) if you got to the entrance of the gates at early morning it should be about early afternoon.
I know time in-game and "real-world" spent time don't work well since a round is six seconds, but you're also taking a look at various locations to discover hidden rooms and digging up treasure or looting sarcophagi your time passes more quickly than it can seem in-combat.
Also, personal request: since it can take several days to several weeks to resolve game hours, please update your description so I know your status at a glance if you've gotten a bonus to AC/Saves/HP. I'm not super-great at it in my games either, but it really helps.
| Azubah |
I think he cast it when we fought the bug in the courtyard. I will check.
EDIT: I just checked and it would only last one hour, which I am sure elapsed some time ago. Too bad for Mr. Strait Jacket. (At least he can activate it again for another hour.)
Dwalindor the Pahmet
|
Dwalindor steps and swings at the Skeleton that attacked him.
"stay away you stack of old bones!. "
Lucern hammer: 1d20 + 5 ⇒ (14) + 5 = 19 damage : 1d12 + 4 ⇒ (11) + 4 = 15
| DMummy |
Thanks! You beat the Will save so you can act by the way (I know you're last in the order but it's ok to act sort of loose as long as all the PC's get a turn before the monsters move again.)
Dwalindor, don't forget to roll Will!
If Dwalindor beats the Will Save:
Dwalindor's attack blasts the skeleton in the sternum and whatever animating force vanishes as it collapses to the floor. Oddly the ghostly vision of the guard continues to attack him without affecting him in any way.
Dwalindor the Pahmet
|
staying true to form, Dwalindor succumbs to the mind numbness.
will : 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9
| DMummy |
Dwalindor's Confusion: 1d100 ⇒ 99 Attack nearest creature. Which could be the skeleton, Azubah or Rameth. So we'll assign values to each.
Skeleton: 1d3 ⇒ 3
Rameth: 1d2 ⇒ 2
Azubah is 1
Dwalindor's Target: 1d3 ⇒ 3 Target: Skeleton
And since Dwalindor's now an NPC for this round I'll roll attack/damage.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d12 + 4 ⇒ (11) + 4 = 15
Dwalindor's attack, though devastating, is clearly the result of his blind panic as he screams manically while delivering the blow.
Die kitten doll! DIE!
| Azubah |
Azubah waves his arms clumsily, nearly falling off balance before some unseen force steadies him. Spirit Shield: +4 to AC for next hour Then he resolutely points at one of the approaching skeletons and yells "By the power of Aroden, you are denied your will!"
Ill Omen
Dwalindor the Pahmet
|
"Rrrrr over here! Smash it! . " the dwarf says to Albus or nobody in particular..l
| Rameth the Delver |
1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23 for 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Rameth slams the club down on the head of the skeleton
| DMummy |
DMPC time!
Albus takes a 5 foot step into P19 and flails about with his sword, anxious to destroy the kitty doll Dwalindor saw. One of his attacks smashes into the skeleton at O19.
Attack (Melee): 1d20 + 6 ⇒ (10) + 6 = 16
Damage (Melee): 1d10 + 4 ⇒ (7) + 4 = 11
His sword smashes into the skeleton and it is cleaved in two.
Where's the doll?!
| DMummy |
The last skeleton flails at Rameth with its remaining hand hooked into the semblance of a claw.
Attack (Claw): 1d20 - 3 ⇒ (11) - 3 = 8
It fails to connect and when Rameth's club hits its skull it collapses.
The ghostly figures suddenly snap back into places at the door, flailing at limbs and in a few minutes they're overrun by the unseen ghostly fingers.
The locking bar on the doors releases when the haunt fades, although you feel the presence of the ghosts lingers in a way that causes the hair on the back of your necks stand up.
| Azubah |
With a sudden start, Azubah speaks to the air. "Sir Howard, are you all right? Did the manifestation affect you in any way?"
| Sir Howard |
Oh no, I'm fine I think. The other fellows who keep following you are a little unhappy.
He looks sadly down at the remains of the skeletons.
How sad, to be trapped at guard duty for an eternity. Poor chaps probably saved their whole lives for a decent burial for themselves and their families, no wonder they're walking unquiet.
Roll Knowledge (Arcana) or Knowledge (religion) DC 15 if you have it.
| Azubah |
Knowledge (religion)
1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (arcana)
1d20 + 6 ⇒ (13) + 6 = 19
| DMummy |
Azubah surmises that this particular haunt, interacted with the corpses of the slain guards in such a way that it could be disrupted by interring the bones of the four guards in the crypt next to the house.
You would need to identify the last guard as only three skeletons were present in this room however.
| Rameth the Delver |
Rameth nods at the suggestion. Well, I guess we need to find the other one...I perhaps the skeleton in the other room?
there was one other right? on the toilet or something
Dwalindor the Pahmet
|
LOL this is getting old hat for Dwalindor
"Huh, what? Me? No, I was not acting strangely. I knew you all could handle some old bones, so I was just practicing my combat moves. Did I hurt anyone?"
Dwalindor the Pahmet
|
Dwalindor will head upstairs.
"Well, might as well check up here. Probably some vicious pillows or something will jump out this time....but I will be ready for them!"
| "Angel Eyes" Albus |
Np, please do so when needed. Thx.
Albus follows the others a little embarrased that the creature clouded his mind. This place is starting to get on my nervers. I need a beer.
K. Arcane: 1d20 + 7 ⇒ (15) + 7 = 22
| Rameth the Delver |
keep an eye out for a skeleton head.
| DMummy |
As Dwalindor climbs the stairs, he sees the second floor is set up as one grand corridor and rooms off each one.
The stairs give way to a wide balcony that wraps around a twenty-foot-square opening in the floor, overlooking the inner courtyard below and connecting hte rooms of the second floor. Above, a square skylight in hte ceiling provides natural light to the ground floor and ventilation for the entire building.
Six different sets of doors lead off this balcony, and the rotting remains of a wooden railing ring the skylight.
Please roll Perception for me. I'll have a map up for you soon.
DM Only:
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 8 ⇒ (1) + 8 = 9
| Rameth the Delver |
1d20 + 8 ⇒ (2) + 8 = 10
| Azubah |
Perception
1d20 + 4 ⇒ (20) + 4 = 24
"What is that, Sir Harold? Where? Point it out."
| Rameth the Delver |
Rameth checks the door immediately to the south of him
1d20 + 8 ⇒ (8) + 8 = 16 for traps
Assuming it is not trapped he opens it, sword cane in hand.
| DMummy |
The walls of this room are decorated with a scenic vista of a river valley running through a desert, resplendent with verdant life and greenery near the shores. Only a few pieces of lacquered furniture remain in the chamber. A faint, musty odor of decomposed wood and fabric lingers in the air. A set of doors stands in the western wall that you just walked through.
Worse, as you walk in you see human remains in the alcove to the east - and it is no skeleton.
Skill rolls: Perception (DC 12), Heal (DC 12).
If Perception successful:
On the body's hand is a simple gold ring with "To Akar from Panhet, Love Eternal" inscribed in modern Osiriani on the inside of the band. Underneath the body's headless shoulders you find clumps of hair that make something turn over in your head. Roll Knowledge (Planes) DC 17
I just finished the last map!
| Azubah |
Perception
1d20 + 4 ⇒ (3) + 4 = 7
Heal
1d20 + 5 ⇒ (13) + 5 = 18
Knowledge (planes)
1d20 + 6 ⇒ (8) + 6 = 14
"There is a ring on his hand, it has an inscription."
Read the spoiler.
| Rameth the Delver |
Modern Osiriani...that doesn't make much sense does it.
Rameth loots the body.
| DMummy |
Azubah, you know that the hair and signs of death should be familiar to you, but you can't quite dredge up the memory.
The body however concerns you - it is less than a year old and although the body itself is unmarked by wounds the head appears to have been pulled off, not cut.
| Rameth the Delver |
After searching the room, Rameth prepares another shield extract.
Something not very nice here.
| Azubah |
"I have never seen a head yanked from a body before" Azubah says to no one in particular.
| Rameth the Delver |
Rameth leads the group to the room to the north of the stairs and checks the door, pointedly ignoring Azubah's muttering.
1d20 + 8 ⇒ (6) + 8 = 14 percep
if it seems safe he opens the door.
| Rameth the Delver |
Doors at M3. I assume that it is one big room