Khamûl Unqualë |
If Corb hasn't obliterated it already, Khamul steps into a flank and slices at it.
Mwk Scythe: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
damage: 2d4 + 3 ⇒ (2, 4) + 3 = 9
GM Tektite |
In return for being skewered by the spear, Corb cuts down the remaining gnoll and Khumal makes sure it's really dead!
Out of Combat!
Looking around, the party finds the gnolls cache of loot. In it you find, a silver cup worth 60 gp and a hodgepodge of coins, as well as an alchemy crafting kit, a vial of antitoxin, and two flasks of alchemist’s fire.
As the dusk approaches and the sun lowers in the sky, 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.
Corbalias Celecia |
"JUST PUT IT IN MY CART!" Corb announces as he affixes the cart to himself, which already has an alchemist's kit strewn about it.
GM Tektite |
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.
GM Tektite |
After several tries and a little help, Titus manages to open the iron door. Through the gate, the party passes under an archway. The archway’s ceiling contains a recessed inscription in Ancient Orisiani that has avoided the worst of millennia of erosion. Looking out through the archway, the party sees a 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.
Corbalias Celecia |
"THEY DIED!" Corb "says" with utter sincerity. He keeps a front line with the muscley not-a-person.
Khamûl Unqualë |
Linguistics: 1d20 + 8 ⇒ (12) + 8 = 20
Linguistics (know Osiriani): 1d20 + 8 + 5 ⇒ (19) + 8 + 5 = 32
Khamul points to the ceiling and traces out the inscriptions. "It's a message welcoming travelers and offering them safety from the winds. See this series of apparently accidental chips and scratches? It actually changes the meaning to offer safety from the winds of time."
In the courtyard Khamul suggests, "Want to check the top of the wall first? Secure the area before we head in."
GM Tektite |
K: 1d20 + 1 ⇒ (18) + 1 = 19
C: 1d20 + 1 ⇒ (6) + 1 = 7
S: 1d20 + 4 ⇒ (14) + 4 = 18
T: 1d20 + 3 ⇒ (1) + 3 = 4
Z: 1d20 ⇒ 5
As the party passes into the courtyard, the smell of decay begins to greet your noses. Out of the corner of your eyes, you begin to see slight movements when all of a sudden four creature skeletal creatures, their dessiccated skin creaking, rise up an move toward you!
Initiative:
Khamul
Shana
Corb
Undead
Titus
Khamul, Shana, and Corb are up!
Corbalias Celecia |
Note to self: Alchemy my wand after this fight.
Corb steps up to the closest undead thing and tries to make it re-dead, like a true warrior does! (By getting really, really mad.)
Greatsword (rage rd 2, PA): 1d20 + 9 ⇒ (10) + 9 = 192d6 + 13 ⇒ (6, 2) + 13 = 21
Khamûl Unqualë |
Before Corb has the chance to take out one of the undead, Khamul yells out, "Wait! Halt! You are under my power!" Khamul walks brandishing his scythe above his head into the middle of the crowd of undead and channels!
Command Undead. DC 16 Will save. If they fail I control them (if they are intelligent they get a new save each day). I can control up to 6 HD worth of undead thanks to Undead Master.
GM Tektite |
Titus leads the way up the short series of steps and through the double doors into a a large chamber. A profound quiet has settled over this timeworn hall. Elegant stone columns line the passage, and hieroglyphics and colorful art depict scenes from a distant age. A small wooden door stands at the east end of the hallway, while a larger door leads south. The sound of steady splashing water is audible through an open passageway to the north, and large stone doors lead outside. One of the pillars has collapsed, and a crushed human corpse lies pinned underneath. The distinctive shape of a wayfinder peers out from under the body’s hand.
depictions of a royal barge sailing on the River Sphinx. Within the depictions, you are able to identify the god-kings of Ancient Osirion each taking their turn captaining the barge, from Azghaad to the Song Pharaoh.
Khamûl Unqualë |
Knowledge (history): 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
"You recognize of course the River Sphinx? The god-kings of Ancient Osirion each taking their turn captaining the barge down the river, from Azghaad to the Song Pharaoh."
Khamul will direct the undead in front of the party to act as trap-finders unless the cleric would rather dispatch of them right away.
Khamûl Unqualë |
Khamul will detect magic on the corpse once it is freed.
He will burn a use of his wand of identify on each magical item. We're in Osirion after all and he's wary of cursed items. Let me know how many items I need to ID so I can track charges.
Shana Meru |
This whole mission is already in the morally grey area. While not thrilled that someone is using undead trapfinders, Shana isn't going to make you destroy them outright. Also, I have a lvl 4 necromancer in a WotW campaign that still has not had the opportunity to command any, and wouldn't want to deny it to someone else, haha.
GM Tektite |
Titua moves to the corpse and checks it. The corpse is holding a broken wayfinder. The inside is engraved with a scarab and an inscription that reads “Congratulations, Asha. —V.L.” Most of its backpack is crushed, but a steel canister containing an oil of magic weapon and what appears to be a stone of alarm is still salvagable.
Khamûl Unqualë |
oil:
Spellcraft: 1d20 + 9 + 10 ⇒ (15) + 9 + 10 = 34
stone:
Spellcraft: 1d20 + 9 + 10 ⇒ (19) + 9 + 10 = 38
Khamul offers the oil to someone else. "I can make my weapon magical if need be."
Corbalias Celecia |
"I DON'T NEED MAGIC; I'VE GOT MORE THAN ENOUGH POWER FOR WHATEVER WE'RE GOING TO NEED TO FIGHT!" Corb notes as he helps move the pillar.
GM Tektite |
Titus opens the southern doors to reveal a large natural cavern. The ceiling of this natural cavern sparkles with thousands of tiny crystals, while the center of the cave is split by a chasm that wends deeper underground. A stone bridge stretches over the gap. At the center of the bridge rises a black granite obelisk, covered with gems and hieroglyphics. The obelisk is a masterpiece of sculpture, with flawless lines and beautifully rendered images of the past. An open archway to the south is covered with wall carvings and leads to a hallway.
C: 1d20 + 1 ⇒ (10) + 1 = 11
K: 1d20 + 1 ⇒ (3) + 1 = 4
S: 1d20 + 4 ⇒ (6) + 4 = 10
T: 1d20 + 3 ⇒ (9) + 3 = 12
Corbalias Celecia |
Corb, if he senses hostile intent in the eyes, will return in kind via Raging Greatsword charge. If the distance proves impossible, just move up.
Note to self: Use Wand after combat for real this time.
Charge?: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 232d6 + 13 ⇒ (1, 3) + 13 = 17
Khamûl Unqualë |
Perception: 1d20 - 1 ⇒ (3) - 1 = 2
"Are the eyes following you too?" Khamul asks the group.
---
"Hm. I don't see it. But I suppose if you are right then we should descend and recover it."
GM Tektite |
1d2 ⇒ 2
As the party mills around the obelisk, suddenly, spirits pour out of the obelisk, and a wave of desert heat washes over the area. The spirits dive at Titus, touching him!
Haunt Touch Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Haunt Touch Attack vs Corb: 1d20 + 6 ⇒ (3) + 6 = 9
The rest of the party sees visions of the dead rising up from ancient tombs, armies of divs marching forth from a massive structure of black stone, and a plague of locusts sweeping over the land.
GM Tektite |
After the spirits disappear, the party is easily able to climb the fifty feet down into the chasm to find the broken corpse of a woman. Searching, you find a broken, scarab-embossed wayfinder, a wand of protection from evil (10 charges), and a gem of brightness (2 charges). She appears to be wearing a ring of maniacal devices.
Khamûl Unqualë |
Identify on the gem and ring:
Spellcraft: 1d20 + 9 + 10 ⇒ (15) + 9 + 10 = 34
Spellcraft: 1d20 + 9 + 10 ⇒ (1) + 9 + 10 = 20
"Ah. Yet another fallen wayfinder. This map given to us by Torch was written in his handwriting and he mentioned bad memories of this place. Perhaps this was his adventuring party and this place was where he received his cursed scars. Tragic."
Khamûl Unqualë |
"No, I agree, it does not. But it gives us some insight into his. . . dissatisfaction with the Society leadership."
"Shall we continue on or should we examine those doors back there? I think I heard water and if there is any life in this place one would think it would stay near the water."