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"Thanks, Aleister. Jarlgur, I don't know exactly what happened, but I feel somewhat weak, like it drained something out of me." Kardak pulls himself together enough to take stock of his surroundings. "Why did you destroy the statue? It's not like it was causing us harm or anything."

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"I couldn't stand not hearin' my own voice." Toren grins at this, and hastily adds, "This ain't the first kinda thing I've seen like that. That statue may not have been causin' any o' our troubles die-rectly, but yeh kin bet that it wasn't put there to be helpin' us out."

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Barrin nods, firmly in agreement with Toren's actions.
He approaches the now-unmoving corpses and gingerly probes their clothing and belongings with the tip of his dagger.
Perception for searching bodies: 1d20 ⇒ 6

Pirate Rob |

Only thing of value in the statue room is the pair of orange gems that were formerly eyes.
The zombies have nothing of value, although the wight does have a valuable looking silver signet ring.
Also the skeletons in the previous room had 4 shortbows and 45 usable arrows remaining. Their rusted (broken) chain shirts and scimitars are likely not worth looting.

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Barrin shows the others the signet ring. "I'll hold on to this unless someone else wants to carry it."
Jarlgur says Can I see it for a moment? He takes the ring and turning it over in his hand, mutters arcane words over it. He then hands it back to Barrin.
Cast Detect Magic

Pirate Rob |

One of the best of rumors right now is that the adventurer Garhal Silvercrown found a goblin temple in the Accursed Halls, but has gone missing. The Blue Basilisk mercenaries have posted a reward for his return or confirmation of his death.
The signet ring is identifiable as belonging to Baghal Silvercrown.
Garhal is the son of a minor lord in Mivon, and he came to Thornkeep with a small band of adventurers in recent months. They ventured into the Accursed Halls a couple of weeks ago and returned with stories of magnificent ancient chambers, but disappeared after going back to the dungeon to try their luck again.

Pirate Rob |

There do not appear to be any traps in 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.
Detecting Magic will reveal the faint remnants of a powerful necromantic spell, probably whatever turned these poor adventurers into the undead. There does not appear to be any lingering effect and the sarcophagus is empty other than a giant long dead mummified corpse.
1d20 ⇒ 7
1d20 ⇒ 15
1d20 ⇒ 8
1d20 ⇒ 17
1d20 ⇒ 10
1d20 ⇒ 8

Pirate Rob |

After having its head removed the mummy is revealed to be an empty husk. With nothing of value present, a horrible curse and an empty shell this is beginning to look like a false tomb designed to punish potential grave robbers.
The room to the southwest appears to be bereft of the continual flame braziers which have so far lit the rest of the dungeon.
[spoiler=Dice]1d20 ⇒ 1
1d20 ⇒ 11
1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 3
1d20 ⇒ 6
2d8 ⇒ (4, 1) = 5[/dice]

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Barrin curses softly to himself for forgetting to bring something to light the way for those not blessed with his darksight. He moves to the entrance to the room to the southwest and peers in thoughtfully.
Perception: 1d20 ⇒ 19

Pirate Rob |

As you approach, the room becomes clearer. It does not appear to be enshrouded in magical darkness, just void of the customary braziers that have lit the rest of the rooms. However there is clearly something wrong with it, especially once the ceiling comes into view.
A feeling of cold dread is palpable near this oval-shaped hall, which is
finished in gleaming dark stone. The shadows in the upper portions
of the chamber seem to seethe slowly with foul energy. Doorways
exit the chamber to the north and the west.
I have put you guys back in formation and moved you into the hallway.

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"Kardak, if'n yeh don't mind, kin I be havin' my Bec de Corbin back? If I'm a'bringin' up the rear, I don't want to be too far away ter help the front."

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Arryn grimly replies to Kadrak's quip.
Attacking the darkness? Yes, That is what I do... every day.
He then moves into the room, detecting evil.

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Toren chuckles a bit at Kardak's question. He walks over to the Cavalier and thumps his shield down as he peers around the corner...
Perception 1d20 + 1 ⇒ (17) + 1 = 18

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Evil Magic indeed, he says as he analyses the Evil he senses, but I've not the wit or experience to determine the spells used. Should we press on?

Pirate Rob |

Moving to the front Toren sees the passage is once again properly lit around the corner as the passageway turns south and goes a short distance before ending in a heavy looking stone door.
As the last of the party is leaving the foul room Aleister notices one of the seething shadows separate from the ceiling and begins moving towards Arryn. It is currently flying and high enough to not worry about cover/melee penalities for ranged attacks.
Blight Darkness 1d20 + 8 ⇒ (13) + 8 = 21
Perceptions (Including modifiers for distance):
Jarlgur Flamnord 1d20 + 4 ⇒ (4) + 4 = 8
Arryn Wildblood 1d20 - 1 ⇒ (1) - 1 = 0
Toren Still 1d20 - 2 ⇒ (1) - 2 = -1
Kardak the Feared 1d20 + 0 ⇒ (3) + 0 = 3
Aleister 1d20 + 6 ⇒ (15) + 6 = 21
Barrin Ironhite 1d20 - 1 ⇒ (14) - 1 = 13
Blight Init 1d20 + 2 ⇒ (4) + 2 = 6
Aleister Init 1d20 + 6 ⇒ (11) + 6 = 17
Surprise Round Initiative:
Aleister
Blight (B1)

Pirate Rob |

Aleister's bolt passes right through the creature to no effect.
Before Arryn can react the creature floats down about 5 feet and reaches out with one of its shadowy arms at Arryn. As its arm passes through Arryn's head he feels his strength leave him and takes 6 points of strength damage.
Damage 1d6 ⇒ 6
Init:
Barrin 1d20 + 2 ⇒ (1) + 2 = 3
Jarlgur 1d20 + 2 ⇒ (2) + 2 = 4
Kardak 1d20 + 1 ⇒ (8) + 1 = 9
Toren: 1d20 + 2 ⇒ (15) + 2 = 17
Arryn: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative (Normal Round):
Aleister
Toren
Kardak
Arryn
Blight
Jarlgur
Barrin

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Seeing the bolt pass right through the creature a bell Aleister reacts quickly. "Don't let this creature touch you...and hit it with as much magic as you can. Normal weapons don't appear to work unless....Kardak! Apply this to your glaive." Aleister retrieves his vial of Oil of Bless Weapon and hands it to Kardak. He then pops his Wand of CLW out of his spring loaded sheath.
"Everyone else...fall back. Toren...do you see a way out behind you?