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The combined efforts of Hung Dong and Kawai are enough to bring down the lone skeleton.
Combat Over

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Adlartok healed with her wand her friend. CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Good call Garret !
After casting a detect magic on the skeleton and the platform, Adlartok moved to join her comrade near the bassin.
She casted another detect magic to be sure the water wasn't magical and look around for any danger.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

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Adlartok weaves a spell over the surface of the water but is unable to detect any magical properties as Stergil grabs a skeleton's femur bone. Stergil walks over to the water as he begins vigorously smacking the surface of the water with it.
Stergil and Aldlartok determine the water to be fine as they now also see the blue ceramic stones at the bottom of the pools water. They look as if they should fit within the door's socket.

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Garret chortles at the group's paranoia regarding the water. He reaches in and grabs a fist full of pebbles. He comes up for a moment, puzzling over the rocks in his hand. He looks up at the group, trying to determine who to ask. "Which one is the right one?"

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Take a few Garret, we will try them after.
Said Adlartok.
The huntress look around her to find an exit to continue her exploration of the complex.
She also took the arrows from the skeleton and asked her comrades
Anyone need a shortbow and some arrows ?
@GM Is there any exit in the room ?

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Yes there is an exit at the stairs to the north. There are stairs leading up.

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The group proceeds up a few more steps into another room where a terrible stone idol stands on a small dais in the center of the cross shaped chamber. The idol depicts a demonic being with a bird-like head and writhing serpents for legs; the eyes are fiery orange gems.
As the party enters the room Casthel suddenly stops talking mid-sentence. As Adlartoklooks over at the man Casthel still seems to be speaking but no sound is coming out. That is when Stergil notices that none of them are making any sound. No sound when they speak or even when they walk.
You recognize this statue to be a depiction of Abraxas, Demon Lord of Forbidden Knowledge.

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While pondering this phenomenon, I'll step back a few feet (back towards the doorway from which we came) to try and "map out" the area of this effect.
Knowledge(Arcana): 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
If anything occurs to me, I'll write it down to communicate it to my companions.

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"I'll take the bow and arrows"
Upon collecting the bow and arrows, as well a the scimitar Hung Dong proceeds into the room. Upon seeing the odd statue he tries to place where he might have seen it before.
Knowledge(Religion): 1d20 + 7 ⇒ (5) + 7 = 12

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As Garret comes into the room and notices the silence, he tightens his grip on his axe, looking around for any obvious threats.
perception: 1d20 + 3 ⇒ (12) + 3 = 15

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As the party becomes on edge due to the silence Adlartok and Stergil walk about the room and determine that the silencing effect is based soley to the confines of this room. Stergil and Adlartok realize that it seems to be a 20 foot spread emanating from the demonic statue in the center of the room with glowering orange garnets for eyes.

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Garret will wave for his companions to come out of the room to discuss. Once they're all out, he will say: "How much do you want to bet that those eyes are just the right size to fill another slot in the door? I'm a little worried about the room being trapped though. Let's see what happens when something moves the statue?" If the group agrees, Garret will take aim with his sling and try to hit the statue with enough force to move it from its pedestal. sling attack: 1d20 + 0 ⇒ (18) + 0 = 181d4 + 2 ⇒ (3) + 2 = 5

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As the party becomes on edge due to the silence Adlartok and Stergil walk about the room and determine that the silencing effect is based soley to the confines of this room. Stergil and Adlartok realize that it seems to be a 20 foot spread emanating from the demonic statue in the center of the room with glowering orange garnets for eyes.
I'll try to communicate that to the rest of the party.

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Garret hurls a stone at the statue. The stone bullet bounces off the solid base as it rolls to the floor. Seemingly not affecting the statue at all.
Stergil steps from the cone of silence and explains what is going on to the rest of the party.

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Garret is confounded that the item didn't even budge from its pedestal. Does the statue look small enough to be moved by such force, or is it a large statue?
After a few moments of thinking, Garret reaches into his pack and begins making a noose with his rope, large enough to put around the statue. He gives one end to his compatriots and runs into the room. Once he has put the noose around the statue, careful not to touch it directly. If nothing happens, Garret will come out and grab his part of the rope and give the signal to pull.

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The statue is large and heavy stone which you just hurled a small stone at.
Garret wraps the rope around the statue being carefull not to touch the statue.
Give me a strength check

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Ah I see now. I had thought at first it was like a small idol that would fit in a bag. Still going ahead with this plan.
Garret gets a good grip and signals for his allies to help if they can. Strength: 1d20 + 4 ⇒ (3) + 4 = 7
EDIT 1: based on that roll...
Garret releases the rope after a few good tugs, convinced that the statue is too heavy to move in one piece. He then defers to his allies. "Who is going to go get the gems then?"

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Need a climb check and how you plan on getting the stones out

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Adlartok easily scales the stone statue once she finds suitable foot and hand holds. She grasps each fiery orange gem as she pulls out the loose stones.
Making her way back to the ground she shows off her new find as the gems look to be able to fit in one of the door's sockets.

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Garret waves Adlartok quickly through the doorway so that the group may continue on. Once she is through, he will congratulate her. "Well done. I'm glad that nothing happened to you while you were in there. It looks like we were a bit over cautious this time. "
Garret will then look around for the next direction to go.

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Garret waves Adlartok over as he congratulates her I the entrance to the next room.
A large stone dais in this chamber supports a great sarcophagus. The
lid, once carved in the image of a sleeping ancient warrior, is cracked
into two pieces and lies askew.
The dead bodies of several adventurers lie crumpled on the floor: a man with a shaven head wearing battered scraps of leather, a dark-haired woman in scholarly robes, and a yellow-haired elf in hide trappings.
As the group rounds the corner the bodies begin to stir and rise as they glower at the living mortals who have now entered.
Two of the creatures you recognize as Zombies
You recognize the third creature to be a wight. The wight is known to drain energy if it strikes an individual. (Basically if I wight strikes you you gain 1 negative level, which is very bad for level 1 as it means instant death.)
If you meet the Dc I will give you more information
Adlartok: 1d20 + 4 ⇒ (10) + 4 = 14
Casthel: 1d20 + 2 ⇒ (14) + 2 = 16
Garret: 1d20 + 0 ⇒ (1) + 0 = 1
Hung Dong: 1d20 + 3 ⇒ (9) + 3 = 12
Stergil: 1d20 + 2 ⇒ (7) + 2 = 9
zombie: 1d20 ⇒ 11
Wight: 1d20 + 1 ⇒ (14) + 1 = 15
Casthel
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Wight
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Adlartok
Hung Dong
-----------------------------------
Zombies
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Stergil
Garret

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Garret sighs at Casthel briefly before facing the undead before him. "Stand your ground, these perversions of life must be destroyed. The bodies of adventurers deserve better than this."
Garret will wait for his allies to move out of the way and for the zombies to advance. If he has a clear shot to charge a zombie, he will do so. Otherwise, he will come into the room and channel energy to harm the undead.
charge attack: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 171d12 + 3 ⇒ (8) + 3 = 11
OR
channel energy: 1d6 ⇒ 3 DC 15 for half damage

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Casthel moves back behind everyone as everything goes silent around him once again.
The wight's eye glow a bright red as it looks to the fleshy mortals and lumbers forward.
Adlartok
Hung Dong
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Zombies
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Stergil
Garret
Casthel
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Wight
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Knowledge Religion DC 10: 1d20 + 5 ⇒ (17) + 5 = 22
Knowledge Religion DC 13: 1d20 + 5 ⇒ (9) + 5 = 14
Adlartok paled when she recognized a wight.
Don't approach the wight ! she said showing it to her comrades. One touch and you die !
Let my friend Kawai took care of it !
She turned to her friend and showing the wight she commanded to attack
Kawai attack !
Knowing she can't do much against the zombies she target als the wight with her arrows.
Longbow: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
damages: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Kawai |

Kawai at its order's mistress moved to attack the creature she showed to it.
Once in contact he tried to bite it and trip it.
bite (power attack): 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
damages: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Trip: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22

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Adlartok lets loose an arrow at the wight but it slams into splinters against the stone sarcophagus. Kawai rushes the wight as it bites into the creature dragging it to the ground.
The zombie sees an opening against Kawai and slams a fist at the large cat who easily dodges the lumberin blow.
AOO vs Kawai AC 26: 1d20 + 4 ⇒ (1) + 4 = 5
Adlartok
Hung Dong
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Zombies
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Stergil
Garret
Casthel
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Wight (-6 HP)
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