| GM Wolf |
"Yes you could try to carry me or just release me. Bash in the tube or release me by figuring out the lock. I would not let the others out, they are far more violent. I am light just that," the soft feminine voice says, almost pleadingly.
Gurgling comes from the black wiggly mass. Mocking laughter comes from the skull in the green liquid. The eyeballs begin looking around, hitting into each other.
Then one of the empty ones has a silvery substance as if silver dust started to swirl around in it. A hymning sound starts and is building in sound.
| Vuvu |
SM: 1d1d20 + 1 ⇒ (3) + 1 = 4
You will destroy these monsters? Then do it
Vuvu, perhaps foolishly grabs the tube and moves to the door Open it and duck
once it is open he throws the tube into the mass of Zombies
1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 yea throw anything
1d20 ⇒ 12 here is a save roll if I need it
| Mirage of the Gray Mountain |
"No!" Mirage screams, but it was too late. At least his instincts were all going against releasing that thing, but now we would see. He holds his greatsword tight and gets ready for trouble.
| Arsil Dawnsinger |
And what if she was lying in order to get released? We can fight these zombies and retrieve our comrades in this room then figure out what to do she says trying to stop vuvu in his action
Arsil will try to stop vuvu but she won't take any agressive actions against him
| GM Wolf |
Sorry guys, a few things. With the given information it would make more sense with Vuvu just starting to bash on the tube. I do see how the lack of some information can easily change actions, sorry Vuvu.
The tube weighs about 800 pounds. It is about 7 feet tall, and 3 feet wide.
As Vuvu pulls on it he finds that there is a metal holding of a sorts keeping the tube in place. A loop around the bottom and top which secures to the wall.
| GM Wolf |
"I am light, I can be searing light to help against such abominations, or a warmth to keep the cold at bay, I can help plants grow, I can blind and dazzle. Do please let me out, I promise to help." the light says trying to explain what she is and what she can do.
The green filled tube with the skull in it continues to laugh then it speaks in a male whispered voice making the tube even more erie, "Ha! How would light help them, they need death, destruction and a good laugh. I can affect minds and make them run in fear, sicken the strong and kill the weak! You need me!"
The black wiggly thing starts slamming its... Tentacles against the glass, then in a deranged child's voice says, "Me, me, me, me..."
The from the eyeballs comes screaming of someone in pain, no there are many voices coming from the red liquid.
The silvery dust windstorm keeps picking up speed and the hymning continues to get louder.
Another of the empty tubes all of a sudden has a neon blue mask of happy. "Boo! Ha ha! I got you didn't I? You could use me, they would never see or sense you with my help."
The suit of armor from the other side of the room in a booming masculine voice states, "Be SILENT, choose one and only one and be gone!" After he states that they all become silent except the silvery dust which slows down and the hymning slowly diminishes as well.
| GM Wolf |
Opening the door seems like time has frozen. The wall of zombies have advanced up to the doorway but stand there on the tombs and filling up the center aisle, ready to push you along as soon as you step out.
The doorway is open and the aisle is open right in front of it but the opposite doorway is filled with four zombies.
The zombie on top of the tomb that gets hit by Arsil does not resist, it gets cut and smoke is released.
No sounds of combat can be heard, it is actually deathly silent in the entire area.
| GM Wolf |
Round 2
Arsil is in the hallway with zombies all around her but the two tombs and the hallway behind. Mirage could step into the space in front of the door or Vuvu could. Vuvu will not be able to assist in melee from beyond the doorway.
Once Arsil gets into the hallway walkway, the zombies begin to push once more provoking AoO.
bull rush: 1d20 + 5 + 10 ⇒ (19) + 5 + 10 = 34 vs. CMD (19) + 9 damage inflicted in AoO = 28
Assist: 1d20 + 5 ⇒ (18) + 5 = 23+2
Assist: 1d20 + 5 ⇒ (14) + 5 = 19+2
Assist: 1d20 + 5 ⇒ (18) + 5 = 23+2
Assist: 1d20 + 5 ⇒ (11) + 5 = 16+2
Assist: 1d20 + 5 ⇒ (13) + 5 = 18+2
AoO,+1 Short sword: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 damage: 1d6 + 4 ⇒ (5) + 4 = 9
The zombie wall surges forward but Arsil's attack hits the one in the lead taking some of its push out of it. Arsil gets pushed back ten feet as the wall of zombies follows.
Quick map of hallway:
Massive door - 20 feet - doorways (no tombs) - 10 feet - Arsil - 4 zombies - 4 zombies (doorway where Vuvu and Mirage are presently) - 4 zombies
Arsil after your 5 foot step, what is the rest of your round 2 actions? Vuvu and Mirage neither of you have acted yet.
| Mirage of the Gray Mountain |
Divided, Mirage realizes the smoke plus the tight space is too much for their group to handle. They need a miracle to get this done, specially to save Locke and David. So he gets his Greatsword to swing at the Light tube, but instead of doing it he asks a question of the Light. "Will you obey me?"
Sorry for the absence. I'm back to normal, but tomorrow is my birthday, so expect flaws. ^_^
| GM Wolf |
It happens, I am glad you are back! Happy Birthday!!!
"Obeying is in my nature but so is blinding, can you really take the risk not to let me help? Sounds like they may be getting consumed soon." The soft feminine voice says as the light blinks.
The skull scoffs.
The black wiggly thing gurgles.
The Neon blue face just smiles.
The silver sandstorm stops.
| Mirage of the Gray Mountain |
"Whatever."
He swings his sword at the tube with the light, trying to release the light and ignoring the angel.
PA: 1d20 + 6 ⇒ (18) + 6 = 24
+1 Greatword: 2d6 + 7 ⇒ (3, 2) + 7 = 12
| GM Wolf |
The tube which the light is within shatters from Mirage's attack. The light floats out of it like a small orb. Within a moment it shoots out into the hallway and blazes daylight around it. Arsil and Vuvu both need to make Fortitude saves DC 17 or be blinded for 1d4+2 rounds. If failed make another one DC 10 fail and you are permanently blinded.
What you thought was smoke all dissipates and the zombies first cringe those within 10 feet of the light are immolated as those adjacent to the light are incinerated to ash. Then the rest run for cover and try to hide themselves in their tombs.
Act freely RP and attacks you wish to make. Locke and David are back up the ladder resting.
| Mirage of the Gray Mountain |
"Noooow we're talking!" The hobgoblin seems please with his decision, and apparently they can now free the place from such scourge. He approaches the light, wondering how much will the thing help them. "So, Navi, should we kill the remaining mummys?"
Fortitude if necessary: 1d20 + 6 ⇒ (11) + 6 = 17
| GM Wolf |
"No you fools run for your lives, guide the blind one out and hope that greed does not set in your hearts. I will protect your flank but I can only hold onto the searing light for a limited time. Go! Leave the dark ones and flee.!" The light nearly screams at you.
The wrapped up humanoids retreat to their tombs but some run to the door where Hagrin's body lays. They pull on the chain and a deeper darkness boils out from under the door.
Arsil's 2nd fort save: 1d20 + 5 ⇒ (17) + 5 = 22 Vuvu you check on her eyes and know that in time she will be able to see again it is just temporary blindness.
With the sound of movement David pokes his head down from the hole in the ceiling next to the ladder, he shouts for them to come, "Come quickly we are not prepared for the darkness that resides in this tomb, a mummy king of some sort! We are safely out and waiting on you. Locke and I are out of healing!"
| Mirage of the Gray Mountain |
Mirage seems disappointed, but he follows the others to the exit, watching to see if he can catch any magical items on the way. "Then freaking come with us, Navi. You don't need to stay here either."
| Locke Vernariah |
"What is this? A living spell of light or a lanturn archon?" He asks with delight on his face.