
Tribim |

Nodding his head in agreement, "Yes super creepy, but it doesn't appear too dangerous." He then moves towards on the south eastern corner of the room, carefully checking it before he opens it.
SOP, take 20 (28) on perception for locks and traps, if there is a lock he will take 10 (26) opening it. if there is a trap:
disable device: 1d20 + 17 ⇒ (9) + 17 = 26

Samnell |

This is super creepy. Regin mutters as he tries to put two and two together and not get five.
[Dice=kn. History]1d20+5
[Dice=kn. Rel]1d20+6
The halfling-sized priest is an outright blasphemous display, Regin knows. To depict a priest of Gilgeam as anything other than human implied that the God-King would accept such inferior stock. It might well get a man hanged if he didn't have the right friends or enough coin.
He recognized the coin on the head's tongue as a traditional grave offering, though given the context this was obviously a mockery.
As Regin considered the display, Tribim examined the southeastern door and found it safe enough. He opened it to find a small closet where a small collection of dark robes hung.

Tribim |

Looking in the closet for a moment, curious, Tribim casts detect magic on the closet full of robes. "This guy must really like wearing black."

Samnell |

"It's supposed to look good on most," Amarekashu noted, keeping an eye out.
[dice=Perception]1d20+6
Nothing lept from the closet to strike, despite Amar's close watch. Rude, that.
Tribim's divination showed no Art within the closet, only those auras he'd found before.

Regin Ald |

Regin shares the religious significance of the display. Good thing I'm not a priest of Gilgeam or I might have to hang the lot of you for just looking at this thing.

Tribim |

Shrugging at the odd collection of garments, Tribim moves to the north-west corner of the room and checks what he assumes is another closet.
SOP, take 20 (28) on perception for locks and traps, if there is a lock he will take 10 (26) opening it. if there is a trap:
disable device: 1d20 + 17 ⇒ (7) + 17 = 24

Samnell |

Shrugging at the odd collection of garments, Tribim moves to the north-west corner of the room and checks what he assumes is another closet.
SOP, take 20 (28) on perception for locks and traps, if there is a lock he will take 10 (26) opening it. if there is a trap:
[dice=disable device]1d20 + 17
Tribim found the other closet empty save for a layer of sand.

Samnell |

Tribim wrote:Tribim found the other closet empty save for a layer of sand.Shrugging at the odd collection of garments, Tribim moves to the north-west corner of the room and checks what he assumes is another closet.
SOP, take 20 (28) on perception for locks and traps, if there is a lock he will take 10 (26) opening it. if there is a trap:
[dice=disable device]1d20 + 17
So then...

Tribim |

Sorry, waiting to see if anyone else was checking anything else, then forgot to post.
Finding only sand in the second closet, Tribim shrugs, "Shall we continue going up the next flight of stairs?"
He then heads to the staircase on the southern wall and begins to climb them, keeping a keen eye out for traps and such.
he will take 10(18) on perception going up the next flight of stairs.

Arundel |

I've been behind, recovering from an entirely-too-long illness, sorry.
Arundel shrugs quietly, grips is quarterstaff a little more tightly, and follows along behind Trib, also looking for trouble.
Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Samnell |

As Tribim and Arundel mount the steps, both hear a man speaking.
"Where's the damned reagent? Did I leave it downstairs again? That would be just the way, gods damn it all. If I had the space I'd do the lot of it downstairs. But try to get Sumbar's thugs to clear a space... And a man needs to dine."

Tribim |

Freezing on the steps, Tribim turns, "Did you fellows hear that? He may be coming this way!"

Tribim |

Shrugging, Tribim continues up the stairway, calling "Master, Gunnidu? It is Master Gunnidu correct? Sumbar's people told us we could find you here. I hate to interrupt but you didn't answer your door, Can we come up an speak with you?"
Just trying to influence attitude.
diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10 well that could have gone better...

Tribim |

Looking at the others, Tribim shrugs, "Nothing like the truth." he leans forward a little hoping his voice would be clearly heard. "We were in a huge ancient crypt and met the ghost of a young slave who died there. We promised him we would bury his body with his family if he helped us. When we buried his remains where his family was buried he still wasn't at rest. So we went looking for his families corpses. Sumbar's people told us they brought the corpses here. We would like them back so we can bury them and our ghost can be at rest."

Tribim |

Gesturing to the others, Tribim Smiles as he continues up the stairs. "That's fine. I'm sure it's just a big misunderstanding, we would love to speak to him about it if that's what it will take to clear this up. Is he up here right now? We'll come up so we can speak to him."

Samnell |

Gesturing to the others, Tribim Smiles as he continues up the stairs. "That's fine. I'm sure it's just a big misunderstanding, we would love to speak to him about it if that's what it will take to clear this up. Is he up here right now? We'll come up so we can speak to him."
"No, but I warn you that I am not alone. If you approach, I will know you for a foe and proceed accordingly. 'ware that my Art is feared even in the City of Splendors!"

Samnell |

Really? Then why have I never heard of you? Regin asks.
"Because you are ignorant fools lost in a benighted hovel on the far side of the world!" the voice snarled. "I am feared in Waterdeep, and Unthalass, and Skuld! The wise tremble at the name of Gunidu, Master of the Sixfold Path, Speaker of the Three Secret Names, the Breath of Nergal the Old Death Himself!"
None of these titles mean anything to any of you, except that you know Waterdeep is some very far-off city. Unthalass is the capital of Unther. Skuld is the capital of Mulhorand, the empire next door. Nergal is one of the old gods, of whom you've seen some iconography.

Regin Ald |

Reeeealllly? Then why are you locked up here taking orders from Sumbar when it sounds like you should be running this operation?
Regin raises his eyebrows and shrugs. He fake-whispers Just saying. Not very convincing.

Tribim |

Smiling at Regin Ald's retort, Tribim gestures towards the stair steps, "Well, since your so important a halfling and friends looking to recover a few bodies won't bother you."
He then continues proceeding up the stairs, keeping a keen eye out for traps.
going to take 10 (18) on perception, just in case there are traps

Samnell |

Gunidu ACs: 19, T12, F17
Ogre ACs: 15, T7, F15
Skel ACs: 16, T12, F14
Round 1
Hearing spellcasting above, Zummabu's company rush up the stairs. There they find a chamber that occupies the tower's entire floor. Starlight filtered in from a wide slit in the roof. Four large mirrors set along the outside wall reflected bright beams into the room's center, bathing it in light. There rose an operating theater, up two short sets of stairs. In the milky light sat a huge, stitched together corpse the size of an ogre. Its limbs were sewn from many smaller members, as were its legs. Its chest seemed to be several creatures, not all human, assembled together. Behind it stood a man in dark robes and a skeleton holding a bow. Framing the lot, at the corners of the platform, stood four metal and glass tanks large enough to hold a human, each full of some yellow liquid streaked with rust. Indistinct silhouettes bobbed within.
Inits
Gunidu: 1d20 + 4 ⇒ (17) + 4 = 21
Ogre: 1d20 - 2 ⇒ (1) - 2 = -1
Skelearcher: 1d20 + 6 ⇒ (13) + 6 = 19
Amarekashu: 1d20 + 2 ⇒ (14) + 2 = 16
Arundel: 1d20 + 10 ⇒ (7) + 10 = 17
Regin: 1d20 + 2 ⇒ (13) + 2 = 15
Tribim: 1d20 + 6 ⇒ (19) + 6 = 25
Damn
Order is Trib, Gunidu, Skel, Arundel, Amar, Regin, Ogre. Trib is up!

Tribim |

moving into the room, Tribim rolls his eyes, "Well I can see why you didn't want to return the bodies, gonna be a pain to drag everything back and bury all the pieces parts." he then casts 'disrupt undead' at the skeleton archer.
move action: 20 ft, ranged touch attack: pbs
attack: 1d20 + 7 ⇒ (6) + 7 = 13 for damage: 1d6 ⇒ 4

Samnell |

S+!~ I'm sorry. I completely forgot I only needed Trib and was wondering what the hold up was. Turns out it was me. :(
Gunidu ACs: 19, T12, F17
Ogre ACs: 15, T7, F15
Skel ACs: 16, T12, F14
Round 1
Moving into the room, Tribim rolls his eyes, "Well I can see why you didn't want to return the bodies, gonna be a pain to drag everything back and bury all the pieces parts." he then casts 'disrupt undead' at the skeleton archer. His spell burned away at the foul magic keeping the skeleton mobile.
Gunidu spoke a brief chant and winced as a translucent, green hand appeared at his shoulder.
Order is Trib, Gunidu, Skel, Arundel, Amar, Regin, Ogre. Arundel, Amar, and Regin are up!

Amarekashu the Bronze |

To no one's great surprise Amarekashu charged into combat, aiming directly at the hulking monster. The glowing green hand was a concern, but it was going to be less of an issue if he broke its masters' jaw, and he could do that later...hopefully.
Charge: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Regin Ald |

Regin also charges right beside Amar. He brings his mace around to the side, attempting to force the monster to choose which man to defend against.
lucky charge: 1d20 + 4 + 2 + 2 ⇒ (8) + 4 + 2 + 2 = 16
blud./pierce: 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Arundel |

Arundel rushes in behind the group, and unleashes a spray of colors at the caster.
Casting color spray, DC15 will save negates. Cone will technically hit all three baddies, but pretty sure the other two are immune. Stupid undead.

Samnell |

Gunidu ACs: 19, T12, F17
Ogre ACs: 15, T7, F15
Skel ACs: 16, T12, F14
Round 1
Arundel rushes in behind the group, and unleashes a spray of colors at the caster. The brilliant lights washed across Gunidu's face, but when they faded he was as alert as ever. "A feeble effort!" he said.
To no one's great surprise Amarekashu charged into combat, aiming directly at the hulking monster. The glowing green hand was a concern, but it was going to be less of an issue if he broke its masters' jaw, and he could do that later...hopefully. He landed a solid blow on the ogre, though it looked like it might take several more that solid to put the horror down.
Regin also charges right beside Amar. He brings his mace around to the side, attempting to force the monster to choose which man to defend against. He struck hard, momentarily staggering the hulking undead.
Will DC 15: 1d20 + 6 ⇒ (14) + 6 = 20 sorry
Order is Trib, Gunidu, Skel, Arundel, Amar, Regin, Ogre. Trib is up!
And should have been last post but I forgot to wrap the count around to call for him. He didn't lose an action for it, though. Just I'm doing one more resolution post this round than otherwise necessary.

Tribim |

Moving quickly, hoping to stay way from the large undead Ogre, Tribim casts at the skeleton again.
move action: 20 ft, ranged touch attack: pbs
attack: 1d20 + 7 ⇒ (20) + 7 = 27 for damage: 1d6 ⇒ 6
Sorry for the ignorance of the question, but do we get crit. on ranged spells?
confirm crit.: 1d20 + 7 ⇒ (14) + 7 = 21 for damage: 1d6 ⇒ 6

Tribim |

woot! disrupt undead is a ray!

Samnell |

Realized I forgot the Ogre's action, which explains why I stopped before Trib. Let's say it delayed and goes with the other bad guys.
Gunidu ACs: 19, T12, F17
Ogre ACs: 15, T7, F15
Skel ACs: 16, T12, F14
Round 1
Moving quickly, hoping to stay way from the large undead Ogre, Tribim casts at the skeleton again. It collapsed under his ray of positive energy, the light fading from its eye sockets. "A minor setback easily remedied by a quantity of onyx!" Gunidu said.
He spoke another incantation and his and the ghostly hand glowed with fell light before flying from Gunidu's shoulder to strike Arundel. The elf's limbs stiffened and he began to emit an unholy, gut-churning reek.
The stitched together corpse swung its ponderous arms and struck Amar. The transformed dragon reeled from the blow, thrown back off his balance and struggled for an instant to remain conscious before blackness swallowed him.
Spec Hand vs. Arundel: 1d20 + 2 ⇒ (19) + 2 = 21 hit
Fort DC 15: 1d20 + 2 ⇒ (1) + 2 = 3
How Long?: 1d6 + 2 ⇒ (4) + 2 = 6
Zombie: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Arundel is paralyzed for 6/6 rounds. During that time he radiates a stink that any living thing except Gunidu needs to save against. It's on the map.
Amar at -1 and bleeding, unconscious.
Order is Trib, Gunidu, Ogre, Arundel, Amar (dying), Regin. Arundel, and Regin are up!

Regin Ald |

Regin summons Ishtar's holy power and then desperately hopes he gets lucky!
lucky power smite!: 1d20 + 4 + 3 + 2 ⇒ (5) + 4 + 3 + 2 = 14
damage: 1d8 + 5 + 4 + 2 ⇒ (5) + 5 + 4 + 2 = 16
He does not.
But my AC is now 20 vs the ogre

Tribim |

Seeing his Amar fall and Arundel paralyzed, Tribim moves closer to the necromancer and calls lightning to his fingertips to send at the wizard.
20 ft move, electric ray
attack: 1d20 + 7 ⇒ (12) + 7 = 19 for damage: 1d6 + 1 ⇒ (5) + 1 = 6

Regin Ald |

lucky power smite: 1d20 + 4 + 3 + 2 ⇒ (9) + 4 + 3 + 2 = 18
Damage, bypasses resustances: 1d8 + 5 + 4 + 2 ⇒ (6) + 5 + 4 + 2 = 17
Regin swings again, and makes contact!

Samnell |

Gunidu ACs: 19, T12, F17
Ogre ACs: 15, T7, F15
Round 2
Regin summons Ishtar's holy power and then desperately hopes he gets lucky! He did, landing a solid blow guided by Ishtar's light.
Seeing his Amar fall and Arundel paralyzed, Tribim moves closer to the necromancer and calls lightning to his fingertips to send at the wizard. His blast struck Gunidu in the side and lightnings played across his robe for a moment as the smell of burned flesh rose up.
"Damn you, filthy halfman!" the necromancer snarled. He chanted again and his hand glowed with a fell blue light as he stepped forward and swiped at Trib. He connected and the dark Art pulsed through the halfling's body, robbing him of warmth and strength. His legs gave way beneath him and the halfling collapsed.
The ogre swung its stitched-together arms at Regin, but Ishtar and the weight of the wounds the zombie already bore were with Regin and he ducked the blow.
Melee touch: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 3
Fort DC 13: 1d20 + 2 ⇒ (19) + 2 = 21
Ogre now
Slam: 1d20 + 9 ⇒ (6) + 9 = 15 miss
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Arundel is paralyzed for 5/6 rounds. During that time he radiates a stink that any living thing except Gunidu needs to save against. It's on the map.
Trib at -1 and dying, has 1 str damage
Amar at -2 and dying.
Order is Trib (dying), Gunidu, Ogre, Arundel (paralyzed), Amar (dying), Regin. Regin is up!

Regin Ald |

Regin snarls and steels his resolve. He brings his mace up as hard as he can after the duck!
lucky power smite!: 1d20 + 4 + 3 + 2 ⇒ (6) + 4 + 3 + 2 = 15
It just barely connects!
damage, bypasses dr: 1d8 + 5 + 4 + 2 ⇒ (2) + 5 + 4 + 2 = 13