
GM Art Severance |

Lecate is concerned that these creatures may not be just dead, but possibly undead.
Lecate's concerns are well-founded. As Husarq gets the last of the camels in and closes and bars the iron doors, the corpses begin to twitch and rise. A few, including the one Lecate was checking, are so dessicated, that they collapse as they animate. Four turn their baleful glares toward your living forms
Oronia's Initiative Check: 1d20 + 1 ⇒ (2) + 1 = 3
Maherpa's Initiative Check: 1d20 + 2 ⇒ (15) + 2 = 17
Kintampo's Initiative Check: 1d20 + 3 ⇒ (10) + 3 = 13
Mareq's Initiative Check: 1d20 + 2 ⇒ (7) + 2 = 9
Lecate's Initiative Check: 1d20 + 0 ⇒ (1) + 0 = 1
Corpses' Initiative Check: 1d20 + 0 ⇒ (15) + 0 = 15
Maherpa, then corpses, then Kintampo, Mareq and Husarq, Oronia, and Lecate.
Any attacks against targets more than 10' away from you suffer a 20% miss chance due to concealment from the swirling sands (01-20=miss, 21-100=potential hit).
You can take 10 on these checks to ID monsters. So, if you roll less than 10, assume you rolled 10. For example, Lecate rolled less than 10. He can take 10, giving him a 16, getting him the information from the first spoiler above.

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When it is Mareq's turn:
Mareq leaps back from the dessicated corpse as it twitches.
"Husarq! Your blade is needed, oaf!" he cries out. "Attack the two that are close together on the left!"
Mareq will duplicate the burning hands attack from yesterday, but in his panic-fueled rush, he will not wait for Husarq. His fear of these undead creatures obliterates whatever sick desire he has to see Husarq burn.
Burning Hands DC15: 2d4 ⇒ (4, 2) = 6
This requires a step forward by Mareq. I've already moved him on the map.

GM Art Severance |

When it is Mareq's turn:
Mareq leaps back from the dessicated corpse as it twitches.
"Husarq! Your blade is needed, oaf!" he cries out. "Attack the two that are close together on the left!"
Mareq will duplicate the burning hands attack from yesterday, but in his panic-fueled rush, he will not wait for Husarq. His fear of these undead creatures obliterates whatever sick desire he has to see Husarq burn.
Mareq and Husarq can certainly do that on their turn. However, Kintampo will act first, then the zombies will go. I moved Mareq and Husarq back, because the zombie's positions will likely change by the time the burning hands goes off.

Husarq |

Husarq obeys his Terrible Master, and steps forward to attack the creature nearest Mareq.
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirm: 1d20 + 7 ⇒ (8) + 7 = 15
Dmg: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Crit Dmg: 2d6 + 7 ⇒ (4, 1) + 7 = 12
Again, this is for his turn, which goes a bit later. Will alter if the circumstances no longer allow this action.

GM Art Severance |

Random Selection of Maherpa's Target: 1d4 ⇒ 1
Maherpa moves toward the rising corpse in the north corner of the courtyard, drawing his greatsword as he moves. The blow to the creature's chest cleaves it in two. The corpse suddenly bursts, splattering Maherpa with ancient gore.
Maherpa's Fort Save vs. Disease: 1d20 + 4 ⇒ (3) + 4 = 7

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Kintampo draws his wand of hield and uses it on himself with his left hand, he then dorps the wand in the sand at his feet. His right hands rests easily on his thrusted staff.
Shield bonus not included in statusbar

GM Art Severance |

One of the corpses shambles toward Maherpa and attacks. However, it misses wildly.
Corpse Slam: 1d20 + 4 ⇒ (6) + 4 = 10
Two other corpses shamble toward Husarq. One attacks.
Corpse Slam: 1d20 + 6 ⇒ (9) + 6 = 15
It, too, misses.
Kintampo draws his wand and casts a protective spell. Flame springs forth from Mareq's hands, enfolding the two corpses.
NE Zombie Reflex Save vs. Burning Hands: 1d20 + 0 ⇒ (20) + 0 = 20
E Zombie Reflex Save vs. Burning Hands: 1d20 + 0 ⇒ (17) + 0 = 17
Both corpses, having weathered generations in the desert heat, take minimal damage.
Husarq brings his greatsword down on the neck of one of the corpses, decapitating it. Ancient gore sprays out, covering both Mareq and Husarq. However, they are both made of sterner stuff than the corpses and are unaffected.
Mareq's Fort Save: 1d20 + 1 ⇒ (11) + 1 = 12
Husarq's Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Two corpses remain. Oronia, then Lecate, then Maherpa, then corpses.

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Heal Check to know about Zombie Rot: 1d20 + 7 ⇒ (19) + 7 = 26
"Desna weeps!"
"Look out! When these things die they will infect you with a horrible disease! Kill them from afar if possible!
Lecate moves up but still out of burst range and slings away! As Maherpa, Mareq and Husarq are already covered in zombie juice, Lecate will strike at the zombie near Maherpa, limiting the damage as much as possible, or the remaining zombie, if that is the only valid target.
Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm Crit: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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"Hmm...stay away from them as best you can, lest they put their putrid rot upon you!"
Once the words are said, she flicks her wrist again, the wand reappearing in her hand as she watches her friend and waits to see if anyone needs help.
Hold

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Lecate will examine Mareq, Husarq and Maherpa to see if they have been infected with zombie rot.
Mareq Heal Check: 1d20 + 7 ⇒ (8) + 7 = 15
Husarg Heal Check: 1d20 + 7 ⇒ (4) + 7 = 11
Maherpa Heal Check: 1d20 + 7 ⇒ (19) + 7 = 26
If any of them are he will counsel them, explain what needs to be done and offer Desna's aid to combat the rot.

GM Art Severance |

Maherpa makes quick work of the last corpse. Like the others, it bursts, spraying filth all over Maherpa and Mareq.
Mareq's Fort Save: 1d20 + 1 ⇒ (20) + 1 = 21
Mareq withstands the onslaught.
Lecate determines that only Maherpa has been infected, although all three, Mareq, Husarq, and Maherpa, smell terrible and look worse as they are each covered in the remains of the corpses.

GM Art Severance |

Eventually, you inspect the two brick buildings in the courtyard.
The first is a stables (labelled B4). This modest brick building provided housing for a caravan’s beasts when the fortress was active. Only the stone has survived intact, with empty sockets for lanterns at even intervals. Ancient tools for leatherworking sit on a table to the south, next to an empty stone trough. Barren stalls line the north wall.
The second is a smithy (labelled B5). The chimney that rises from the small forge in the southwest corner is clogged with grit from centuries of storms, and the smith’s tools lie nearby under a thick layer of dust. The south door is cracked in places, and scattered crates which seem to be the remnants of a barricade.
Among the debris you find two sealed vessels full of salt crystals. One contains an application of silver weapon blanch, and the other contains one measure of ghost salt.
Are you leaving the camels in the courtyard, or do you want to put them in the stable?

GM Art Severance |

Eventually you also climb the narrow stairs to the sentry post (labelled B2).
A small enclosed guard post above the gate offers protection from the elements. The wooden doors are loose on their hinges and fall with a loud crash when opened. A tarnished bronze brazier dominates the room. There is also a stone cabinet that appears to have served as a weapons locker as it still contains five crossbow bolts.

GM Art Severance |

When you open the large stone doors to the northeast, you find that a profound quiet has settled over the timeworn hall beyond (labelled B6). 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.
One of the pillars in the hall has collapsed, and a crushed human
corpse lies pinned underneath. The distinctive shape of a wayfinder peers out from under the body’s hand.
The art on the walls is decorative, with fanciful depictions of a royal barge sailing on the River Sphinx.
A search of the corpse uncovers a few treasures. In its outstretched hand, the corpse holds a broken wayfinder. The inside is engraved with a scarab and an inscription that reads “Congratulations, Asha. —V.L.” Most of the corpse's backpack is crushed, but you retrieve an intact, sealed steel canister and an unusual stone cube.
The room to the east (labelled B9) seems to have been a storage space. Its walls, floor, and ceiling are charred, and the burnt remnants of a few splintered boxes and barrels and a handful of corpses are scattered to the edges of the room.

GM Art Severance |

Light filters into these areas from the doors that open onto the courtyard. The areas beyond this point are dark. Through the arch to the north, you hear the familiar and relaxing echo of water from a fountain splashing in a tiled room (labelled B7).

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Shaking her head. "That won't do." With a moment and a word, Oronia pulls out a torch and then it lights...with magic.
Spellcraft on previous: 1d20 + 6 ⇒ (7) + 6 = 13
I can't fail on take 10s or even on a roll for the perception, so I'll just roll with having made those checks
"This place is full of so much history...it's amazing! Could someone hold my torch, I can't take enough notes!" Excitement fills her voice as she looks at the murals. "Topaz...Emerald...Ruby...Definitely sages located here, though I wonder why Sapphire isn't represented...And we have heard of a Diamond...Odd..."

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Among the debris you find two sealed vessels full of salt crystals. One contains an application of silver weapon blanch, and the other contains one measure of ghost salt.
Are you leaving the camels in the courtyard, or do you want to put them in the stable?
Mareq cries to Husarq, "Quickly, put the camels in the stable."
He also takes the ghost salt and silver weapon blanch.

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Eventually you also climb the narrow stairs to the sentry post (labelled B2).
A small enclosed guard post above the gate offers protection from the elements. The wooden doors are loose on their hinges and fall with a loud crash when opened. A tarnished bronze brazier dominates the room. There is also a stone cabinet that appears to have served as a weapons locker as it still contains five crossbow bolts.
** Detect Magic followed by Spellcraft DC18spoiler omitted **
Mareq summons up his ability to see magical auras.
Cast Detect Magic
Spellcraft: 1d20 + 2 ⇒ (4) + 2 = 6
Knowledge(arcana): 1d20 + 6 ⇒ (8) + 6 = 14

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Lecate peers into the room to the north.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Then invites the party to explore that room further.
"It is a good omen to find running water in a desert, we should explore the room to the north, Lecate says with a wink and smirk."
Lecate heads into the room to the North.
From your talks during your travels, every knows Lecate is a born and bred city boy, and likely does not know about desert omens.

GM Art Severance |

In addition to the fountain with its statute of a warrior maiden, the next chamber contains a large carving on the east wall depicts a frightening man who stares at the viewer, with half his body burnt and ruined and the other half young and healthy. Three hand-sized cartouches frame the carving on each side. Check the link at the top of the page to view the player handout.
Cartouches with Translations
The following are common translations of the cartouches found near the image of Nethys.
• The staff paired with the sun represents the release of power and the ability to destroy enemies. Literally, “Destruction.”
• The ankh over rising bread represents prosperity and abundance.
• The ankh before the arch represents protection of the land or home from enemies. It can be translated as “Rune.”
• The scepter paired with the Ssun represents the control of power and its use in preserving the land. Literally, “Preservation.”
• The Man before the scarabs and cobra represents the knowledge of death and its many forms.
• The eye over water represents the knowledge of the world.
A withered corpse lies in the northwest corner. The wall next to it bears a multitude of scratches as if indicating the passage of time, and a chewed piece of leather next to it bears a nearly illegible note
that curses the writer’s companions for leaving him to drown in a desert.
The large fountain is about 6 feet deep. Shallow steps lead into it on each side, suggesting that it was used for bathing, relaxation, or
possibly clothes washing.

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Assuming that Mareq keeps the detect magic up as you explore, he notes that both the unusual stone cube and the steel cylinder each radiate faint auras of transmutation magic. Mareq may make Spellcraft checks to identify them.
Identify cube: 1d20 + 2 ⇒ (13) + 2 = 15
Identify cylinder: 1d20 + 2 ⇒ (2) + 2 = 4
GM Art Severance |

Mareq is unable to identify either the cube or the cylinder, although he does determine that the cylinder contains a liquid and is therefore some kind of potion bottle.
Soon thereafter, Mareq notices that the stone's weight is not at all proportionate to its size. It must be very dense indeed. Curiously, he did not notice this quality when he first touched it.
Mareq's base speed is reduced by half, to 15'.
The whole party shortly begins to notice that Mareq is moving quite slowly.

GM Art Severance |

As you are not currently threatened, you may take 10 and 20 on the Perception and Heal checks for this room.
Actually, I just double-checked the rule on taking 10 and 20, and you can take 10 and 20 on any check in this room, unless something happens that either 1) limits your time, 2) distracts you, or 3) threatens you. So feel free to take 10 and 20 on checks, including those Spellcraft checks, Mareq.

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Mareck waves to Husarq. "Dung-breath, get in there! Scout the area for us."
Mareck closes his eyes and thinks about his childhood, his turmoil, his terror, his humiliation in Beyt Shamiri. How wherever he looked, there were brothers, sisters, cousins, all who hurt him, tortured his soul, made him watch as they ascended to great heights in the estimation of their fellows and, most especially in the eyes of the Lord of House Shamir.
Ahh, now, I will see, now I will gaze upon the world through genie eyes!
When his eyes open, he sees what Husarq sees. He hears what Husarq hears. He smells what the defamed and ridiculously weak fire-genie smells.
The room wavers, as if seen through heatwaves, at first. He smells Lecate next to him, spicy with the scent of unwashed human and desert dust.
Linguistics DC23: 1d20 + 7 + 10 ⇒ (1) + 7 + 10 = 18
Husarq Perception DC18: 1d20 + 5 ⇒ (3) + 5 = 8
Mareq Perception DC18: 1d20 + 2 ⇒ (8) + 2 = 10
Husarq's Heal DC13: 1d20 ⇒ 19
Husarq Perception DC16: 1d20 + 5 ⇒ (12) + 5 = 17
Mareq Perception DC16: 1d20 + 2 ⇒ (10) + 2 = 12

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As you are not currently threatened, you may take 10 and 20 on the Perception and Heal checks for this room.
Actually, I just double-checked the rule on taking 10 and 20, and you can take 10 and 20 on any check in this room, unless something happens that either 1) limits your time, 2) distracts you, or 3) threatens you. So feel free to take 10 and 20 on checks, including those Spellcraft checks, Mareq.
Take 10 on the Linguistics check? Excellent!

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Mareq closes his eyes and breaks the link between himself and his despised efreeti companion.
This appears to be a trap room, of some sort, dung-face. Why else would that corpse have drowned in there? It is best if you alone explore this room. If the worst happens, I shall recall you to your lamp, safely and quickly.
Bluff: 1d20 + 6 ⇒ (18) + 6 = 24

Husarq |

As you command, oh my Master.
Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6
Of course, oh undefinable and wonderful master. You shall recall me before I am injured.

Husarq |

Husarq turns to Lecate and, before he can move about the room too much, shoves him violently out the door.
"My master has decreed that only I shall examine this room!"
He's not that intelligent, thus his slight misrepresentation of what Mareq has told him.

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Mareq turns to his companions and relates what Husarq has observed, never once mentioning that he can inhabit the genie's senses. Such a thing would be shameful and display weakness... needing a genie's senses! Truly? Never!
"The cartouches are some sort of message, no doubt. The room is one big trap, using water, no doubt. The corpse is years old and died of starvation, yet his final words curse his companions for letting him 'drown'."
A sick gleam enters Mareq's eyes. "I will have Husarq examine the room, for safety's sake. Of course, as an efreet, he is quite capable of withstanding water."
Heh heh. But he will not like, oh no.
The following are common translations of the cartouches found near the image of Nethys.
• The staff paired with the sun represents the release of power and the ability to destroy enemies. Literally, “Destruction.”
• The ankh over rising bread represents prosperity and abundance.
• The ankh before the arch represents protection of the land or home from enemies. It can be translated as “Rune.”
• The scepter paired with the Ssun represents the control of power and its use in preserving the land. Literally, “Preservation.”
• The Man before the scarabs and cobra represents the knowledge of death and its many forms.
• The eye over water represents the knowledge of the world.

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"Oh, and lastly, Husarq sees some sort of translucent figure in the water. A summoned native of the Watery Realms? Or perhaps the ghost of the dead adventurer."
Mareq steps to the doorway and hands Husarq the ghost blanche. In case he needs it.
In Aquan, Mareq says from the doorway

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Our posts just crossed, otherwise I would have suggested regarding any of those rolls Mareq just failed.
Ah, I assumed I would retcon all those into Take 10s. thus I just published all the Linguistics stuff as if I had made it. Oops.

GM Art Severance |

The figure in the pool slips out of the water and, almost too fast to see, perches on the base of the warrior-maiden statue. The form appears to made of pure water and resembles a humanoid woman.
"चालू लाग, मूर्ख! येथे तुमच्यासाठी काहीही नाही! मी हे चेंबर मलिन करणे अशा कोणत्याही हल्ला होईल!"

Husarq |

Husarq can hear Mareq in his head, Be flowery with her, but stern. You are an efreeti lord, by the Maw of Fire! Act it!
"Why are you so angry, Most Beautiful Lady of Water? I mean no harm and the others are simply mortals, no threat to you or I."
Husarq realizes he is speaking common.
"Do you speak these mortals' language? I have not taken the time to learn your language, as Ignan is, of course, the Sultan of Languages. And my fellow efreeti would laugh at me for wasting such time."

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"Forgive the efreet's trespass, Lady. Why are you so angry? Such a one as you should not mar your beauty with hatred and despite. We have taken shelter here from the winds and how found much danger. But we mean no harm. Is it possible you can tell us what has transpired here? We seek knowledge alone and do not wish to destroy or rob this place. But it is VERY curious, indeed. I know my scholar friend here is desperate to speak with you and record what you know. She has never had the chance to bespeak such a being as yourself, so far advanced from her and her kind and come from so far away as you."
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23