With a quickness you can only assume comes from the undead state of her body, Maurit dodges blows and magic shards of ice, then lashes out at Adamus again, focusing her rage on one person. Her claws scrape against his armor, but she manages to pull him close and bite his arm savagely. From the bite, a strange numbness settles over the paladin, causing his muscles to seize up. 5 Damage - Paralyzed 4 rounds.
Adamus is about 20 feet from the rest of the group. Falyf attacked last round, so I assumed he had moved to melee. Taurus can charge or take a standard move to get to melee.
With well-placed strikes, Taurus and Falyf take the wretched creature down, putting and end to her and the curse that kept her from the grave. A few moments later Adamus lurches back into motion as the paralysis fades.
A quick look through Maurit's belongings uncovers evidence in the form of tattered papers and notes that she was in fact once a pathfinder. Also among her belongings are some coins, a gem and three potions - two labeled as minor healing potions, and a third labeled as a ward against evil.
Gold to be dispersed at the end of the Scenario unless needed sooner. Party Treasure for use - 2 potions of cure light wounds, 1 potion of protection from evil, 1 set of masterwork thieves tools, and a mundane dagger and shortbow with 20 arrows.
Curraine rushes to Adamus, Bro, let me look at that bite. Grabbing Adamus' arm Curraine begins inspecting the bite and breaks out his bag of herbs.
Heal check - 1d20 + 6 ⇒ (6) + 6 = 12
Bro-Meister, you're gonna have to let me know if you get the sweats or the chills. I've got a b$%+@en set of herbs and a couple other tools. I can fix this. But you have to keep me posted. No hidding anything. You don't want to end like Maurit
"I think I'm okay. Just let me use one of those potions and I'll be perfect." Assuming the party is okay with it, Adamus will down one of the found potions. If not, he will drink one of the ones he bought.
1d8 + 1 ⇒ (2) + 1 = 3 Adamus has 1 point of damage left, which I can live with.
"Well I could go for a nice mutton chop right about now, but I don't think that's what you mean. If I start to crave steak, you'll be the first to know, Taurus." Adamus laughs.
Current Marching Order - Adamus, Curraine, Taurus, Falyf, Haris
The party enters a room through a crack in one wall. Inside they find pikes of bones seemingly left by something that has used this area as a lair. As the group passes through only Falyf notices one of the skeletons rise from the pile and lunge out at Adamus, scraping a claw across his armor but doing no damage.
Falyf is up, then the Skeleton again, then everyone else. Adamus and Curraine are in melee, Taurus is at a 5' step, Falyf and Haris are within a move action from melee.
Curraine draws his longsword but steps aside to give the big Shoanti a clear path. Bro-zilla, have at it He will scan the rest of the room for any other moving piles.
The skeleton explodes under the head of Adamus' earthbreaker, leaving bits of bone and a powder of fine dust over the area. Nothing else leaps from the remains of the room by the time the dust clears the air, and you are fairly certain the skeleton was the only threat in the area.
Covered in bone dust like freshly powdered pastry, Haris dusts himself off, "Nice going chief." He unpacks his everlasting torch and activates its light, then moves to the intersection leading to the scribe's office.
At the end of this corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.
There are two doors that exit this hall, one to the left and one to the right. According to Maurit’s map, the scribe’s office is to the right. The room to the left is unknown.
male Human Sorcerer 1 Wizard 1| AC 12 T 11 FF 11 | HP 15/15 | F +2 R +1 W +1 | Init +5 Perc +5; Darkvision
Falyf first steps to the door to the unknown room and listens carefully Perception 1d20 ⇒ 15 then to the door of the scribes office Perception 1d20 ⇒ 10.
Haris is unable to determine anything about the fountain, and since he doesn't speak Kelish, the word carved into the raised fin remains a mystery. The others listening at the doors find them both quiet.
Unless all hell breaks loose, Curraine will remain at the openning of the hallway. He wants to get a look at that statue but thinks covering the parties arse is a little more important right now.
The remains of many desks are scattered about, and amid the rubble is a number of long-dried inkwells, other writing utensils, and scraps of paper. These things are covered with black mold and patches of light green mushrooms.
Amid a particularly thick patch of fungus in the southeast corner, next to the southern exit from the room, Taurus sees a pale and crusty froglike humanoid. It trembles and twitches as it stands and lurches forward. Its skin is patchy and dry, like a squid left out in the sun and sand. Bulbous eyes open, and painfully bright light stabs out from them.
Those in the hallway outside see this light illuminate Taurus in a harsh beam.
I don't think a map is necessary, but will put one up if requested. Taurus is just outside the door and is the only character that able to see the creature at the moment. Haris is at the northern end of the hallway, Curraine is at the southern end. Adamus and Falyf are in the squares just south of Taurus. The Players have the initiative, but keep in mind only 3 can close to melee while the creature is in the corner.