Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield
And you all call me a Thief.
Shaking his head Salador smiles at Jirani pointing his finger at him.
Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7
"Oh! I'm sorry, Salador! How inconsiderate of me! I'll let you get the next ones!" Jirani jokingly offers the crowbar to Salador. "Yeah, I have to admit, this does take me back," he adds, putting the crowbar away. He draws his ranseur and prepares to lead the way to the west.
Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield
Salador laughs at the comments.
And you all are lucky I am so good natured.
Slapping Jirani on the shoulder and nodding towards Tamarie.
Heading to the west you come to another room. A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew. There are three bodies that lie near the sarcophagus.
Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield
Well if you expect traps I will throw in a bomb and disturb the trap setting it off and maybe taking care of any undead that wish us harm
Aiming for the sarcophagus Salador throws a bomb hoping to set off any traps and or take care of the undead around it.
Salador tosses a bomb that explodes over the sarcophagus and splashs onto the dead bodies. Moments later they begin to rise. As they turn towards you the flesh of the walking corpse in the lead is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light, the other two walking corpse wear only a few soiled rags, their flesh rotting off its bones as they stumble forward, arms outstretched.
Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield
Actually thought there might be a trap, but will take getting in a good punch. Only a few left though
Salado throws another bomb at the one in the lead.
Touch attack PBS:1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22 damage:1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9 DC 15 for half damage on splash
Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st
"Ha-ha, well struck brothers!" the bard calls out as he uses his buckler to shield his face from the flying gore. "Don't be keeping all the fun for yourselves though!"
Sal tosses another bomb it hits the lead creature directly and the blow back knocks the two behind it on the ground. Tam takes a shot just a Jirani moves up the arrow flying by his head and into the skull of the lead, slightly charred creature dropping it to the floor as well.
Salador:
The lead creature is a wight. Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.
As undead, wights do not need to breathe, so they are sometimes found underwater, though they are not particularly good swimmers unless they were originally swimming creatures such as aquatic elves or merfolk. Underwater wights prefer low-ceilinged caves where their limited swimming isn't as much of a liability.
The other two are zombies. Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.
Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.
Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims.
Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield
Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st
Olik steps into the room, scans the somewhat disturbing mess of body parts, and gives Salador a nod of approval. Leaving the sarcophagus to Jirani he looks about the rest of the room for anything of interest.
Male Asura Spawn Tiefling Cleric 2 (Separatist) | AC 18 T 12 FF 15 | HP 15/15 | F +4 R +2 W +7 | I +2
Malik follows the others in and mutters a prayer over the recently re-dead. "Eternal take the evil from this place." The Tiefling looks around the room. "Well, what do we have here?"
Checking the room there is little else of interest aside from the sarcophagus. You do see on one of the dead they have a rather nice looking signet ring.
There is a doorway to the south on the western side of the room.
Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7
"Olik, can I get a refresher of the light spell?" Jirani holds the end of his ranseur within reach of the bard. He then sets it pointing toward the next hall as he leads the way.
You move forward down the hall. It continues for 15 feet before entering another room. A feeling of cold dread is palpable in this oval-shaped hall, which is finished in gleaming dark stone. The shadows in the upper portions of the chamber seem to seethe slowly with foul energy. A doorway exits the chamber to the west.