GM Engleaktig |
"I live here. Do you often invaded the homes of others without so much as an introduction before making demands? What did you do to Svilennius?"
Now that you're in the room, you notice that there are two skeletons here, too. They seem mindless.
Diplomacy takes a little time. But, you notice that she hasn't ordered the skeletons to attack.
The undead woman does her best to conceal the decay beneath heavy makeup and cloying perfumes, but it’s a lost cause.
Ethendril h'Caramore |
"If you are referring to the hunchback alchemist, he attacked us on sight with his minions. We have sent them all to their eternal rest. This 'home' you have made here is a temple and holy place to some. They have instructed us to find the cause of disappearing corpses, which we believe we have done," Ethendril explains.
Sir Dydimus |
We're Pathfinders soooo... yeah kind of. Muses Dydimus. Um if Snivilous was the hunchback we kind of beat him up. To be fair these catacombs do technically belong to the temple of Pharisma and we were sent in to investigate grave robbing. We found these two bird-men, well I guess one was a bird-woman but I couldn't really tell. I found a couple magic feathers too> The didn't come from the bird men, they were in secret compartments in these too really neat statues. We found a bunch of other cool statues too and they had really nasty traps the we set off which I think is kind of nice since its like we were fulfilling the traps life purpose.....
Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22
Cornelia d'Malheur |
Cornelia will also accept a heal as well. CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Once they spot the undead woman, Cornelia remains quiet will Ethendril and Sir Dydimus attempt to speak with her diplomatically. She keeps her last magic stone in hand, ready to load into her sling should diplomacy go south.
GM Engleaktig |
While the halfling speaks, the "lesser" undead in the room tilt their heads in a manner reminiscent of confused dogs. Dydimus' explanation makes both of the mindless skeleton's skulls vibrate. Before he finishes, their heads explode into a fine dust. :-D
The intelligent undead woman sighs, "Really? Did you have to kill Lulu and Fiona, too? Fine. Whatever. I've been thinking about leaving this place anyway." She sighs, and under her breath she muses: "Maybe I could go back and work for the White Lady." (Knowledge(Local) if you're so inclined.)
Assuming that Ethendril takes an action to Detect Evil, the intelligent undead woman does NOT ping as evil. Assuming that someone casts Detect Magic, nothing on her pings as magical.
"I have no quarrel with you. Truth be told, Svilennius was kind of a jerk. I think I will take my leave now. Oh, and if you haven't yet found the secret catacombs (Room 29 on the map), take care; he stored more alchemical skeletons in there."
Sir Dydimus |
Ooooohhhh That is so cool! I didn't even know I could do that! Sorry about that I didn't mean anything by it. Who is the 'White Lady'? She sounds nice. Do you need help getting out of here? You should be carefull cause we fought this one monster that was reall weird, it has a lady body but it's head opened up like this! Sir Dydimus puts his hands on his checks and mimics the sinspawn. It bit Ethendril and made him get all hot and bothered. Which is funny because he is a Paladin or something. But was is even more funny is he was cursed with worms in his belly! Everyonce in a while you can here them move around in there!
GM Engleaktig |
The lady assesses the innocence in the halfling's eyes, "Um. The White Lady is a magical place where girls like me can find acceptance and work."
Bluff: 1d20 + 7 ⇒ (14) + 7 = 21
"Thanks for the advice. I know my way out."
Anyone going to stop her? She's not evil, but Pharasmins abhor undead...
Cornelia d'Malheur |
Cornelia blinks at Sir Dydimus when the skeletons' heads suddenly explode. "Oh my! Sir Dydimus by what manner did you complete such a feat?" She eyes the strange undead woman, wearily; however, she holds position unless someone else makes a move.
"Thank you for the warning, but may I ask what brought you down here? And what of this Svilennius you mentioned? What was his purpose here?"
GM Engleaktig |
Well, I thought it might be better than working at the White Lady. Boy was I wrong. Svilennius is obsessed with alchemical/necromantic research. He's had some successes.
Mr. Marrow wanders in at this point--wearing Svilennius' hump atop his neck. He bumps into a wall and falls down.
And a few setbacks...
One of the crawling hands from the pit you discovered before wanders in and starts choking out Mr. Marrow.
And some outright failures.
She glances at the headless skeletons, Lulu and Fiona, and their recent... cosmetic alterations...
He has hard feelings against Pharasmins, too.
Sir Dydimus |
Well, I thought it might be better than working at the White Lady. Boy was I wrong. Svilenniusiswas obsessed with alchemical/necromantic research. He's had some successes.And a few setbacks.. Hehashad hard feelings against Pharasmins, too.
Sir Dydimus quietly corrects the woman as she talks about the late alchemist. Well, on your way then! Good luck at the White Lady, it sounds nice. Sorry about your skeletons. Honestly I had no idea I could do that! Thanks for the heads up on the other skeletons. Ha! Heads up! Oh, sorry...
Ethendril h'Caramore |
"I see no reason to keep her from leaving," Ethendril says thoughtfully. "I sense no evil in her," he adds. "Though I do have trepidation over allowing the walking dead to roam free."
GM Engleaktig |
Esme pauses, "Please. I mean no one any harm." She then cautiously moves forward (towards the exit), her hands raised as though indicating surrender. "I've been stuck down here. Svilennius forbade me from leaving. I've been little more than a prisoner with no one but these mindless undead for companions."
Sir Dydimus |
Yeah! Lets go see if I can make some other skeleton heads explode!
Olga-Warpriest |
I say we go back north to those rooms we still have to explore.
If we're closer to that.
GM Engleaktig |
OK. Is the party in agreement about where to go next? Room 29 is the closest unexplored area.
Following Esme's instructions, you find the secret door to this area. Repeated lines of footprints mark the dust on the floor of this crypt, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen. At the far end of the chamber, a gate apparently crafted of bleached bone blocks an exit out of the tomb.
But, you all also know that there will be 4 alchemical skeletons in here. Any preparations before you head in? Marching order? Readied actions? Etc?
Sir Dydimus |
Sir Dydimus drinks some water and does some vocal exercises.
Cornelia d'Malheur |
Sir Dydimus wrote:Sir Dydimus drinks some water and does some vocal exercises.Somewhere down the hallway, Dydimus is sure he can hear the sound of bones breaking, popping, and exploding. Sadly, the sounds don't emanate from the area where the alchemical skeletons are supposed to be. ;-P
LOL
Cornelia agrees with the consensus to move on and investigate. Once they arrive outside the room that potentially holds more skeletons, Cornelia ensures her last magic stone is in her sling and ready to go... "I am ready." She smiles over at Dydimus' silliness.
Olga-Warpriest |
You'd think with all my gladiator training I wouldn't be so exhausted yet. Olga looks at Ethendril, I am still young. Will my stamina improve with advanced age? You don't appear terribly tired yet.
Ethendril h'Caramore |
Ethendril laughs heartily at Olga's comment.
"I am more tired than you can possibly imagine. In my youth, I could bounce right back after taking some blows. I will feel this for weeks!" he groans.
Ethendril takes the lead as they move into the new room.
GM Engleaktig |
Mr. Marrow wanders in front of the party and unknowingly opens the door and enters the room. The alchemical skeletons are startled and spend their respective turns heading towards the door. (Will post map later today.)
Mr. Marrow somehow found Esme's pillow and is wearing that atop his headless neck now...
Sir Dydimus |
I wonder if the Pharasites will let us keep him?! Dydimus says hopefully.
Cornelia d'Malheur |
LOL!
Cornelia giggles at the strange sight of the pillow-wearing zombie until it opens the door to allow the skeletons to approach the party. She begins twirling her sling in preparation to attack!
Cornelia d'Malheur |
Gotcha!
Cornelia twirls her sling, taking aim before she lets loose her last magical stone at the nearest skeleton! "Back to your grave with you!"
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 2d6 + 2 ⇒ (6, 1) + 2 = 9
Ethendril h'Caramore |
Ethendril strikes one of the skeletons with his greatclub, which strikes with a great crack.
Greatclub Attack: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d10 + 6 ⇒ (2) + 6 = 8
Olga-Warpriest |
Olga is not yet too exhausted to lift her greataxe: 1d20 + 2 ⇒ (8) + 2 = 101d12 + 3 ⇒ (4) + 3 = 7 at the zombie.
but apparently she's too exhausted to actually hit anything...
Sir Dydimus |
Sorry been caught up in other stuff, haven't been able to post a really good ramble.
Sir Didymus walks up to the remaining skeleton and and starts to tell it all about his adventres in the Pathfinder Society. He is so excited to see if his voice can cause the skeleton's head to explode he forgets that he has his healing wand in his hand. Just as he gets to the point in on of his stories where he takes his new adventuring friends to the market to get a snack he touches the skeleton with the wand while while accidentally saying the activation words "Apple Biscuits".
Attack: 1d20 + 7 ⇒ (16) + 7 = 23 vs. touch
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Sir Dydimus |
Glad you're back! Did you eat too much Chowda?
Ha Ha! I did it again! I am even more amazing that I already knew!
GM Engleaktig |
I wish! Then I would have, at least, enjoyed the chowda. :-)
There's no treasure in this room. Just the gate.
The pillow falls off Mr. Marrow's head when Dydimus makes his proclamation. As he scrabbles around looking for something to place atop his neck, Cornelia notices something odd:
The bodies interred here have no signs, labels, plaques, or anything else to indicate who they were or why they were laid to rest here.