| Omor Al'Jamous |
As he hears the commotion in the distance, Omor turns to face the noise.
You don't expect a mob in the Necropolis; I wonder what they are all up in arms about, he thinks. He tries to listen to see what has the crowd started.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
The goal is to see if Omor can figure out some of these things: how far is the mob? How big? can he figure out what they are mad about?
Omor unlimbers his longbow and knocks an arrow. "Jabari, do you want to secure the door? If there are lots of them, we may need to try to defend as small an area as possible."
| Omor Al'Jamous |
Omor tries to think about what he might have been taught that would be applicable to their current situation.
Knowledge(Religion): 1d20 + 6 ⇒ (20) + 6 = 26
I do think that High Septon Alkhatar might have taught on this, he thinks.
| Omor Al'Jamous |
And what a coincidence, Omor just happens to have some holy water handy.
"CALM! CALM!" shouts Omor over the din of the approaching crowd. "I don't think there is a crowd at all, rather this is a bunch of sould left in the necropolis after their deaths, he declares. Then he continues, "If I remember my trainig correctly, you can probably help the souls along their trip the boneyard by sprinkling some holy water around the place they inhabit. " Omor walks around the square until he settles on the main gates and then splashes one of his bottles of holy water all over the doors.
After the haunt has been dealt with, Omor looks around the rest of the courtyard.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
| Daniel Penfold 357 |
As you sprinkle the water on the gates the sounds of the mob die down and then disappear. You get an overwhelming sense of peace.
The door to the west is open a crack and you can see what appears to be garden beyond. You can hear a strange clicking sound from within.
The door to the east is again open a crack and you can see that this appears to be some kind of yard.
The double doors to the north are closed and you can see and hear nothing from within.
| Omor Al'Jamous |
"No, Idichi," responds Omor, "This is the first time I've seen such a thing. I have been instructed on the various ways that the dead sometimes hang on to this world rather than going to see the Lady of Graves but I've never seen one up close like this before. Do take good notes in case we run into this again or I become incapacitated with fear."
After a brief pause, he continues, "Once again, though, I think my zeal to investigate may have put us in a bad position. If that were a trap like we saw in the Tomb of Akhentepi I may have set it off. " After an invitation with an extended arm, Omor invites Idichi. "Please do lead the way, just to be safe."
Suggest we do the side yards first but will follow whatever the group wants.
| Aya_Daijaen |
Aya watches with a sense of wonder and curiosity as Omor handles the haunt, Good work Omor, that could have been troublesome. I'll keep note of how to handle such things for future reference
| Idichi Kaburi |
Not at all Omor! I am happy to be with fellow adventures with a zeal for the knowledge of discovery... Heading toward the gate Idichi attempts to open the gate and disable any traps.
Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22
The occasional trap we spring is just the cost we pay for the knowledge we seek.
| Idichi Kaburi |
Haha, point taken. I would gladly chance taking a couple of those poisonous point however if it meant a discovery. However, this being my first assignment outside of the library I guess I should try to avoid dying from poison.
| Daniel Penfold 357 |
Going by Omor's position looks like you're going to the left?
The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. A short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner
| Omor Al'Jamous |
Omor helps Idichi do some exploring in the side yard, trying to stay out of the middle of the yard and near the walls. He peers into the partially filled pool, trying to make sure that it is indeed only sand in the pit.
He tries to pay special attention to the columns and building, especially if there are carvings or other writing on the outside.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
I'd like to be the #2 person in, assuming Idichi will go trapfind.
| Omor Al'Jamous |
Not sure who did the noticing but Idichi and I rolled the same, so...
Omor tries to be silent and waves his hands at the rest of the group. He then whispers hoarsely as he points to some sand that has been shifting, "Hey …. Look there! Something is moving in the sand, like a snake or a centipede."
Omor unlimbers his dagger and tries to get Jabari to move to the front.
| Jabari Gamal |
Do we have a map? I couldn't find one among those in the Campaign Info listing.
Jabari chokes down, holding the very end of his khopesh's haft, and swings hard at the centipede as it rears up out of the sand.
Khopesh attack, power attack: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Khopesh damage, power attack: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
| Omor Al'Jamous |
Seeing the centipede bite down on Jabari, Omor moves up next to Jabari and does what he can to help with his wounds. He intones, "Lady of graves, please don't send for Jabari at this instant!"
Fervor, heal wouunds on Jabari : 1d6 ⇒ 4
Does the area around the centipede look normal and passable or do I need a roll for that? I moved as far as I could and still get in a standard action but ideally, Omor would move behind the centipede if possible next round.
Fervor uses day 3/4
Blessings left: 4
Holy Water: 1
Torches: 10
Rations: 4
Arrows, Common: 20
Arrows, Cold Iron: 5
| Idichi Kaburi |
Idichi activates his naturalist ability giving everybody a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creature.
"Did you all know that centipedes always have an odd number of legs?"
| Aya_Daijaen |
Aya continues shooting shards of ice at the centipede
range touch attack: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d3 + 1 ⇒ (3) + 1 = 4
critical confirm: 1d20 + 5 ⇒ (11) + 5 = 16
8 damage total if crit confirms. Thats max damage my fellows
| Omor Al'Jamous |
Thanks for botting me. It's basically what I would have done anyway. Should he be confirming the crit? Standing by for the next round.
Omor grins slightly as his dagger finds a weak spot in the centipede's carapace.