
DM Amazing Red |

The two smaller rooms off the sanctuary are shrines to the Ancient Osirian gods of kingship. The southern chapel contains a statue of a lean man with the head of an animal with a curved snout and erect squared ears. The northern chapel holds a statue of a strong, powerful man with a falcon’s head topped with a solar disk. Religion checks and Perception checks plz.

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religulosity: 1d20 + 11 ⇒ (10) + 11 = 21
perceptivity: 1d20 + 5 ⇒ (8) + 5 = 13
"Fascinating, fascinating indeed. What finds!". The Tiefling fiddles with her tail as she meditates on the statues.

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Khamul nods and bows his head at each of the Osirion gods. "Yes, they had many gods in ancient Osirion. Some still hold sway here and there in northern Garund."

DM Amazing Red |

You open the northern door which opens to a long hallway that leads to a large chamber. Two ornate wooden chariots sit upon platforms in this chamber, positioned as if ready to charge across the desert sands outside, though no mounts are harnessed to their yokes. The chamber’s walls are carved in relief with scenes of charioteering, racing, and war. Six skeleton's armed with bows stand guard here, nocking arrows as you approach.
L: 1d20 ⇒ 19
K: 1d20 + 2 ⇒ (19) + 2 = 21
Kh: 1d20 + 1 ⇒ (7) + 1 = 8
M: 1d20 + 3 ⇒ (1) + 3 = 4
S: 1d20 + 2 ⇒ (7) + 2 = 9
Leif and Kelevan are up!

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Kelevan springs into action, summoning a ball of goo and flinging it at the nearest of the skeletons. Disrupt undead!
Ranged Touch: 1d20 + 3 ⇒ (16) + 3 = 19
Positive Energy: 1d6 ⇒ 6

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Kelevan assists by flinging another gob of anti-skeleton at one of the rebellious undead. Disrupt undead!
Ranged Touch: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 ⇒ 1
Confirm: 1d20 + 3 ⇒ (7) + 3 = 10
Extra Damage?: 1d6 ⇒ 4

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Melina waits, stuck in the hallway and uncomfortable with thought of standing ahead of those more skilled in personal combat.
delay; if a space opens upon in the hallway I'll move up to fill it.

DM Amazing Red |

The uncontrolled skeletons fire at Kelevan.
S1: 1d20 + 2 ⇒ (20) + 2 = 22
S1, Confirming: 1d20 + 2 ⇒ (20) + 2 = 22
3d6 ⇒ (5, 2, 4) = 11
S4: 1d20 + 2 ⇒ (16) + 2 = 18
1d6 ⇒ 5
While the commanded skeletons fire on their former allies.
S2 vs S1: 1d20 + 2 ⇒ (8) + 2 = 10
1d6 ⇒ 5
S4 vs S1: 1d20 + 2 ⇒ (14) + 2 = 16
1d6 ⇒ 5
S6 vs S1: 1d20 + 2 ⇒ (4) + 2 = 6
1d6 ⇒ 4
Though they fail to do any damage despite landing an arrow. Party up. I believe Kelevan is down at -5.

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Seeing Kelevan fall, Melina snaps out of her patient inaction to draw a wand and heal her companion with a controlled burst of positive energy.
curative: 1d8 + 1 ⇒ (7) + 1 = 8
Perhaps you could suggest the use their bony claws on their brethren Melina ventures to Khamul.

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"Good idea. Sometimes they don't listen the way you expect."
"Claw them! Throw down your bows!"
Khamul moves in and tries to touch one of the skeletons he does not control.
melee touch: 1d20 + 4 ⇒ (13) + 4 = 17
Grave Touch: melee touch attack, causes target to become shaken.

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Ag, forgot that was only on living creatures. Ignore that then, Khamul will just let them beat each other up. Never actually used that ability before.

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HP: 3/16
"Thank you," says Kelevan, eying the bow-wielding skeletons appraisingly. Drawing a wand of his own, he taps himself with it from his position on the floor. Still "prone", so +4 to AC vs ranged attacks.
UMD: 1d20 + 7 ⇒ (8) + 7 = 15
Bah.

DM Amazing Red |

The rebellious skeletons will fire at Leif!
S1 vs Leif: 1d20 + 2 ⇒ (15) + 2 = 17
1d6 ⇒ 5
S4 vs Leif: 1d20 + 2 ⇒ (8) + 2 = 10
1d6 ⇒ 1
The rest will drop their bows and claw their ex-allies.
S2 vs S1: 1d20 + 2 ⇒ (18) + 2 = 20
1d4 + 2 ⇒ (3) + 2 = 5
S2 vs S1: 1d20 + 2 ⇒ (7) + 2 = 9
1d4 + 2 ⇒ (1) + 2 = 3
S3 vs S4: 1d20 + 2 ⇒ (15) + 2 = 17
1d4 + 2 ⇒ (4) + 2 = 6
S3 vs S4: 1d20 + 2 ⇒ (2) + 2 = 4
1d4 + 2 ⇒ (1) + 2 = 3
S6 vs S1: 1d20 + 2 ⇒ (17) + 2 = 19
1d4 + 2 ⇒ (1) + 2 = 3
Both of the rebellion-scum of skeletons are dusted after they are clawed into oblivion. Combat over!

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"Good," Khamul says with a scowl of his face. "Terrible things, these undead. But they make great trap-spotters and shields."
"Lead the way!" Khamul directs the skeletons to walk in front of the party and lead the way down the next hall (and in the first door when we reach it).

DM Amazing Red |

Khamul opens the closer door, his new pets right behind him. Carved nature scenes cover this chamber’s walls, depicting humanoid figures hunting a wide variety of prey—crocodiles, elephants, hippos, leopards, lions, and even stranger beasts. An open sarcophagus lies at the far end of the room. What seems to be a mummified hunting cat and its master stands guard and they advance!
H: 1d20 + 5 ⇒ (5) + 5 = 10
K: 1d20 + 2 ⇒ (20) + 2 = 22
Kh: 1d20 + 1 ⇒ (13) + 1 = 14
L: 1d20 ⇒ 9
M: 1d20 + 3 ⇒ (14) + 3 = 17
U: 1d20 + 4 ⇒ (1) + 4 = 5
Kelevan is up!

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HP 10 after Leif's healing... I'll go ahead and retcoboop myself before we move on.
UMD: 1d20 + 7 ⇒ (15) + 7 = 22
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
HP full. CLW wand at 49/50 charges.
Kelevan frowns slightly, but decides that it's best to try to destroy the foul undead before they can harm anyone. With such thought in mind, he flings another gob of undead-killing goop at the mummified 'master'!
Ranged Touch: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 ⇒ 3

DM Amazing Red |

Kelevan moves into the room and scores a hit on the Huntsman with positive energy!
The undead cat pounces on Khamul at the behest of his master.
Pounce Claw!: 1d20 + 8 ⇒ (10) + 8 = 18
1d3 + 3 ⇒ (1) + 3 = 4
Pounce Claw!: 1d20 + 8 ⇒ (15) + 8 = 23
1d3 + 3 ⇒ (1) + 3 = 4
Pounce Bite!: 1d20 + 8 ⇒ (3) + 8 = 11
1d6 + 3 ⇒ (2) + 3 = 5
Khamul!

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Khamul directs his skeletons to join him in attacking the undead while he moves up and slashes with his scythe!
mwk scythe: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 2d4 + 3 + 1 ⇒ (4, 1) + 3 + 1 = 9