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Garrett looks down at his sling is distaste... He just couldn't quite understand why his people seemed to love this weapon. With a sigh, he stashes the weapon, gathers his dog, and then joins his companions. "I quite agree, Kay! I find the change of pace quite appealing. Oh~! What an excellent find, Narad!"

Dungeon Master S |

Let me know when the party is ready to return to the desert trail.

Dungeon Master S |

Assuming Narad speaks for the party :-)
According to Torch's map, you needed to come here and rest, and at least you have a safe location to rest before continuing to the ruins...
A weathered, partially buried marker about 100 feet west of the oasis matches the description in Grandmaster Torch’s notes. During the hour before dusk, the setting sun’s light causes a weathered hieroglyph depicting an arch to glow. Even as the sun sets, the long shadow cast by the stone never shifts, always pointing to the northwest with exactly the same bearing...
Assuming you rest the night.
The remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door. The door is partially buried under sand, and will take a fair amount of muscle power to open.
Map is up to date.

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I just noticed that my current HP is down.
Kohi, may I please ask for your help with my wand?
CLW 5 charges: 5d8 + 5 ⇒ (2, 1, 3, 4, 7) + 5 = 22
____________________________________________________________
"Pathfinders, this door looks like it would be difficult to move. Frankly, I'm not very strong. And forcing it open might announce our presence here. Maybe I could climb this granite hill and scout for an alternate route in? Desh, you up for a little recon?"
Take 10 (for a 15 climb) to try to climb up the hillside to peer over or around the stone wall. Take 10 on perception if climb is successful.

Dungeon Master S |

I'll take Perception checks from everyone.
You climb up the rough rocky parts to get to the top. There's an enclosed guard area on the top. the doors are broken and useless. Inside is a stone cabinet containing half a case of extremely nice looking crossbow bolts. From here you can see into the courtyard. The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall.

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Was there anything useful on the gnoll bodies? Or in the body of the dust-digger thing?
Desh nods, then leaves his longspear with his horse as he heads to scout with Narad.
I'll also take 10 on Climb (18), Perception (19) and Stealth (20). And I'll go ahead and check out the spoiler, as well.
He then surveys the area within. ”Ole Burn-face didn’t say what this place was, did he?”
Perception check for anything interesting, unique, odd, useful, or dangerous…
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Also, does the wall go all the way around? And is the structure with the wall carvings and doors adjoined to the wall? Or is it freestanding?
Desh points to the structure, ”I’m guessing we’re heading in there.”

Dungeon Master S |

The only thing interesting was in the treasure cache. Everything else they had was of poor quality.
The wall does go all the way around. I'll update the map once the party is inside. There are doors in the courtyard that indicate the complex goes inside.
Desh, on your way up you notice that the inside of the archway is loaded with writing. It's hard to see it all here, you'll need to get the door open first. It's written in ancient Osiriani.

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Flyn will tuck away those potions, if nobody else wants them. The Haste will especially help.
Flyn follows Desh and Narad, watching their backs as they poke about.
Taking 10 on Climb (18) and Perception (21; 23 vs Humans) and Stealth (21) as well...

Dungeon Master S |

Flyn can check out the spoilers too.

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Desh looks back over his shoulder at the group's casters, then points to the door. "Writing. Check it for magic?"
He looks at the field below as Flyndal steps up, "We might be able to use this wall to get closer to that building. not have to walk across an open courtyard of gods-know-what." He shrugs, "Assuming we're headed to the building."
WE can relay what we know once we get a better look at the revealed map from our vantage point.

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Desh climbs back down. He hands off half a case of nice-looking bolts to Kohinoor. "Found these up top." He looks at Kay, "They magic?" He gives a quick review of what they could see from up top (in this spoiler as well as this one). He points to the stuck gate, ”Then there’s that writing. Unless one of you can read it, I say we skip it by going over the wall.” He shrugs as he pulls a length of rope from the pack on his mule, ”Best to leave stuff alone, I say.”
He goes about knotting the rope for climbing. ”Means leaving the horses out here, though. Bring in anything you might need.”
These bolts need some magic-detection + magic ID’ing.
Then, unless someone disagrees with the idea of going over the wall, let’s go for it. :)

Dungeon Master S |

Not sure who speaks Osiriani.

Dungeon Master S |

Anyone can also try to get the gist of it with a DC 20 Linguistics check.

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Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Linguistics: 1d20 + 11 ⇒ (8) + 11 = 19
"Feather...feather...ibis...person sitting...eye...hand..." Kay shakes his head, muttering. "It's right on the tip of my tongue."
I thought regional languages weren't Core...

Dungeon Master S |

So force the door open, or everyone climbs over and around?

Dungeon Master S |

No need to apologize.
Seeing as half the party already went up, and Kohi doesn't have a strong feeling, I'll assume you take the over approach. With knotted rope and helping hands, no one is in danger of taking a fall.
The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall.
Only the wind makes a sound here.
Map up to date

Dungeon Master S |

We're not in initiative, so you guys can do whatever. All I ask is that if someone does something either rash, or that requires a die roll, that everyone sprite on the map reflect their actual location.

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Let's kick the ant-hill while nearly everyone is up there, actually. See what turns up.
Desh gives the courtyard one more look, then shrugs before tying the rope around his own waist. "I'll drop in. If something happens, yank me back up."
Once he's tied in, he shimmies down the wall and into the courtyard, where he draws out his blade and begins looking around. He makes first for the well, intending to look inside.
Take 10 on Climb (18), Stealth (20), and Perception (19; 20 vs traps). Map updated.

Dungeon Master S |

As Desh walks into the courtyard a wicked wind kicks up. Dust and sand begin to fill the air. There doesn't seem to be any foul work within the wind, just the desert weather.
No, the foul work is the quartet of corpses that rise up. A trio of zombies, and a 4th corpse that seems to be more like a wizard's experiment than anything else. The wind is so bad that it's hard to see past 10'. Desh catches them as they rise, and no one is surprised.
Baddies: 1d20 + 1 ⇒ (19) + 1 = 20
Desh: 1d20 + 3 ⇒ (5) + 3 = 8
Narad: 1d20 + 10 ⇒ (4) + 10 = 14
Garrett: 1d20 + 5 ⇒ (4) + 5 = 9
Flyndal: 1d20 + 3 ⇒ (6) + 3 = 9
Cëanel: 1d20 + 9 ⇒ (19) + 9 = 28
Kohi: 1d20 + 3 ⇒ (3) + 3 = 6

Dungeon Master S |

Initiative Repost:
Actually, I'll give Desh a surprise round:
Desh: Standard Action
Kay: Go
Baddies: TBD
Narad: TBD
Garrett: TBD
Flyndal: TBD
Desh: TBD
Kohi: TBD
Red: 0
Blue: 0
Yellow: 0
CG: 0

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Cool. Thanks. :)
Desh takes a retreating step, his blade held ready as he watches the undead warily. "Why do they always get up?"
5' step back, then Ready a Power Attack against the first one of the enemies to come into melee range.
damage: 2d4 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12

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I’m confused. Are we still on the wall (excepting Desh), or down in the courtyard? The narrative and the map seem at odds.

Dungeon Master S |

My apologies. I never adjusted the map to fit the narrative. I trust you guys to be honest with placement. Pick your spots now before your turn.

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Thanks for the clarification. It seems there is a ramp leading down from the wall, or a mid-level below it. I placed us along what I assume is the roof of those rooms.

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Kay spends a round summoning a celestial eagle.
"Desh." The elf's voice is calm above the wind. "Just get on the stairs and I'll grease the landing. We can pick them off one by one as they try to ascend."

Dungeon Master S |

And the undead advance...
Desh, ever quick with his blade brings Longtooth down on the shoulder of a zombie. It's collar bone cracks with enough noise for the party to hear above the cacophony of the wind. The zombie, devoid of pain extends a desiccated hand at the man's face, but isn't close enough to swing. While the other zombie to the north advances, the one to Desh's right skips him and heads for the stairs. Desh gets an AoO against yellow.)
The undead beast to the northeast advances, with a stench to make a troglodyte cry. It's worse than death. FORT: 1d20 + 5 ⇒ (17) + 5 = 22. Desh thankfully keeps his stomach in line.
Desh: Standard Action
Kay: Go
Baddies: Hate the living
Narad: Go
Garrett: Go
Flyndal: Go
Desh: Go
Kohi: Go
Red: 0
Blue: 12
Yellow: 0
CG: 0

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Move Action: Get a flask of Holy Water.
Standard Action: Toss! (Target is Blue Zombie.)
Holy Water: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16, Damage: 2d4 ⇒ (1, 1) = 2
Free Action: "That wasn't as effective as I had hoped it would be."

Dungeon Master S |

Sorry Narad. There's also a dust storm, so <50% means miss
Concealment: 1d100 ⇒ 83
Narad hits the zombie, but sadly much of the water is lost to the wind.
Desh: Standard Action
Kay: Summon Monster
Baddies: Hate the living
Narad: Holy Water
Garrett: Go
Flyndal: Go
Desh: Go
Kohi: Go
Red: 0
Blue: 14
Yellow: 0
CG: 0

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AoO, Longtooth: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15
damage: 2d4 + 6 + 3 ⇒ (2, 2) + 6 + 3 = 13
Desh lashes out wildly at the passing zombie before spinning to deliver a wicked cut to the already damaged one. "What happened to pulling me back up?" he yells as he dives away from the undead at his back ... seeking cover from their advance.
Power Attack Blue.
Longtooth: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25 <— Crit?
damage: 2d4 + 6 + 3 ⇒ (2, 4) + 6 + 3 = 15
— crit confirm: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
— add'l damage: 2d4 + 6 + 3 ⇒ (1, 4) + 6 + 3 = 14
Then Acro to tumble out of the middle of everything. I'm hoping I can use that triangle thingy to break up their advances.
Acro: 1d20 + 9 ⇒ (13) + 9 = 22
NOTE: if this movement still provokes, Desh has Mobility.
And given the dust storm, can Desh try to use he object and the dust storm to create a Stealth opportunity?
Stealth: 1d20 + 9 ⇒ (20) + 9 = 29

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"What happened to pulling me back up?" he yells as he dives away from the undead at his back ... seeking cover from their advance.
I think the plan changed a bit, when we became aware of the ramp on the new map – plus none of us had an action, yet. That said, things have again changed with the new positioning.
“Hold on to your garters you big oaf! I’m coming!” Flyn hasn’t much time before a shambling corpse moves into range. Freeing his greatsword, he releases a mighty swing.
Mwk Cold Iron Greatsword, Power Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 + 9 ⇒ (3) + 9 = 12
<50=Miss: 1d100 ⇒ 96

Dungeon Master S |

There is only concealment beyond 10'.
Desh sneaks a slice in as yellow goes by. Fyndal's blade goes deep into the zombie. (+1 for higher ground.) It's hard to tell in the sand, but his blade may have struck in the same place as Desh's. The zombie falls off the side of the stairs to its final rest.
Desh's the one man wrecking crew continues his assault, dropping the blue zombie with a single swing. Then with skill and circumstance he vanishes into the sandstorm, lost to all...
Desh: Standard Action
Kay: Summon Monster
Baddies: Hate the living
Narad: Holy Water
Garrett: Go
Flyndal: Kill
Desh: Kill
Kohi: Go
Red: 0
CG: 0

Dungeon Master S |

I forgot an important bit of flavor/crunch. When the zombies died, they exploded, spraying ichor everywhere.
Sarenrae brings the burn down through Kohi. The amalgamation...thing seems unaffected. The zombie, not so much Will: 1d20 + 3 ⇒ (5) + 3 = 8. The dawnflower's will will not be denied.
Desh: Standard Action
Kay: Summon Monster
Baddies: Hate the living
Narad: Holy Water
Garrett: Go
Flyndal: Kill
Desh: Kill
Kohi: Channel
Red: 12
CG: 0

Dungeon Master S |

I was going to bot him to use a sling stone. It's safe and not an unreasonable action.
Sandstorm: 1d100 ⇒ 41, but alas his bullet is taken by the storm.
Also, since everyone saw the channel do nothing against the one corpse, people can make a knowledge (Arcana) check. Arcana: 1d20 + 7 ⇒ (20) + 7 = 27 "That one's a construct not a corpse! It'll take blades to bring it down!"
Kay: Go!
Baddies: TBD
Narad: TBD
Garrett: TBD
Flyndal: TBD
Desh: TBD
Kohi: TBD
Red: 12
CG: 0