| wicked_raygun |
Area D4
A small shrine occupies a raised dais in the north of this room. Two waist-high fonts stand on either side of the altar, and a small wooden cabinet is bolted against the eastern wall. Two rows of stone benches stand to the south of the dais. A fetid odor permeates the room.
By the shrine stand two men, dressed in priestly garb. They speak to you in Ancient Osiriani.
“Look what has happened here! Help us!”
| Suri Kanjariya |
Quick to be diplomatic, especially in a place such as this, Suri speaks as well, but not before shooting a chastising look at Ahmed.
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25
| wicked_raygun |
The priests nod and then beckon you closer to the shrine as one of them speaks.
"The shrine. Come. Look."
The heroes can see that the altar has been defaced.
The shrine features a bas-relief of Nethys rising out of an artistic representation of the Maelstrom behind him.
| Izra Kayal |
Know:Religion: 1d20 + 12 ⇒ (9) + 12 = 21
Izra frowned, seeing the defaced shrine. But she also remembered the last time the group found someone "in distress" in one of these places.
"Watch for an ambush," she whispered to Koshu and Djehuti, who were standing closest to her.
Then she spoke up, in Osiriani - though the modern version of the tongue, which wasn't so different from the ancient that she hadn't been able to understand gist of the priests' words, but was different enough to notice.
What does Izra know of Nethys at the time that these folks would have been worshipping him? Know:Religion: 1d20 + 12 ⇒ (15) + 12 = 27
| wicked_raygun |
The priests listen to Izra speak, but seem confused by her way of speaking.
Izra, I assume you mean around the time before the Plague of Madness. The worship of Nethys hasn't changed much really. But at the same time, the veneration of magic and its morale uses can vary wildly from one temple to another. But generally the common denominator is that temples of Nethys tend to be places where magic is taught.
| Suri Kanjariya |
Suri explains politely, and even moves to take a step forward at one point, but Ahmed puts a hand to stop her and shakes his head slightly. She nods, looking towards the others. "Their shrine has been defaced." she explains simply, uncertain of what to do about it.
| Izra Kayal |
Izra, I assume you mean around the time before the Plague of Madness. The worship of Nethys hasn't changed much really. But at the same time, the veneration of magic and its morale uses can vary wildly from one temple to another. But generally the common denominator is that temples of Nethys tend to be places where magic is taught.
Yep. That's what I meant. :-) Thanks! As for the language thing, my apologies if assuming Izra mostly followed what the priests were saying was incorrect. I keep going by what the Player's Guide says on page 5: "Many educated Osirians also speak Ancient Osiriani, which is similar enough to modern Osiriani that those who speak one or the other often encounter little difficulty, though the accent is different." I would assume that it's harder to translate "backwards" (the folks speaking the Ancient version of the language would be struggling with contractions, slang, influx of foreign words, and regular old "language drift," whereas a Modern speaker is mostly figuring out the accent and pronunciation, and that fact that some words are missing, and/or have different meanings... But I could go on for days, sorry. Long story short(er?), if I shouldn't be assuming that Izra can understand when someone speaks Ancient Osirian, just let me know, and I'll stop. Thanks.
| Djehuti |
Djehuti frowns at the two priests, if that is what they are. Though for them to be here and not understand Izra's speech they would have to be time travelers or immortals. He quietly translates the Ancient Osirian for anyone who has trouble understanding.
He nods at Izra and invokes a small spell, looking for the tell-tale auras of magic, in particular illusion magic.
He'll cast Detect Magic.
Do their clothes look authentic to the time period they are supposedly from? Is there anything that doesn't ring true, based on appearance and speech?
Kn:History: 1d20 + 9 ⇒ (18) + 9 = 27
Kn:Local: 1d20 + 8 ⇒ (2) + 8 = 10
Kn:Religion: 1d20 + 9 ⇒ (14) + 9 = 23
| wicked_raygun |
Will save dc12: 1d20 + 3 ⇒ (5) + 3 = 8
Djehuti senses illusion magic coming from the priests, but cannot quite identify what is illusory.
Although Nethys is not greatly worshipped in Wati, Djehuti recognizes the symbols easily enough. And the clothes are of a style consistent with Ancient Osiriani customs.
Izra, I'm okay with you being able to understand Ancient Osiriani. Just roleplay as being hard to follow but managable if you're paying attention.
| Izra Kayal |
While Suri translated, and Djehuti worked his magic, Izra watched the priests closely, looking for signs of deception.
Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
| Izra Kayal |
Izra frowned. Then shook her head.
"Tell them to step in close and show us what's wrong, exactly." Izra said to Suri. To the others, she said, "Remember the blue woman who needed our help before? I think these priests might be in a similar situation."
| Torin Ironbeard |
I have the best saves, I'll take one for the team.
Torin approaches the altar. "Alright ya damned spooks, what is it? I can see that the thing is all messed up."
perc: 1d20 + 10 ⇒ (11) + 10 = 21
| Kwin Longclaw |
"Any one else getting the tingly feeling between they shoulders, like someone has got an arrow aimed at yer back? No? Just me then? Great. Probably just spooks, or maybe one of those flying head things again."
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
With a chuckle, Kwin claps Torin on the back. "It's just you, Short Round. And it probably is an arrow aimed at your back. Gods know you've ticked off enough people over the years." Grinning widely, the kitsune moves off to follow the others.
As a conversation begins in the altar room, Kwin looks back and forth among those talking, unable to fathom a single word. Apparently taking pity on him and others, Djehuti eventually begins translating, and the swordsman gives him a grateful nod of appreciation.
"Careful," he says as others begin to approach the altar. "Torin, you already have an arrow aimed at your back, don't put your front in peril as well."
Can't access the map from here but if possible, Kwin will (nonthreateningly/casually) draw a sword and move forward to "cover" Torin and anyone else who approaches the altar.
-Posted with Wayfinder
| Koshukhep |
Even as he watched for an ambush, Koshukhep signed a gesture meant to ward off curses. A defaced altar?! Who would dare?! The lion-faced catfolk was jumpy as a... cat.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 +2 fe
Man, lose net access for just ONE DAY... and it's the day posts start buzzin' in!
| wicked_raygun |
Once Torin has approached, the two priests suddenly look emaciated and corpse-like. Their rotting vestments hang across their withered flesh, and their mouths hang open in a silent scream.
Their claws reach for the dwarf...
Round 1
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18 Suri: 1d20 + 1 ⇒ (20) + 1 = 21
Djehuti: 1d20 + 8 ⇒ (7) + 8 = 15
Izra: 1d20 + 2 ⇒ (18) + 2 = 20
Koshukhep: 1d20 + 3 ⇒ (3) + 3 = 6
Kwin: 1d20 + 6 ⇒ (3) + 6 = 9
Torin: 1d20 + 2 ⇒ (11) + 2 = 13
Skele-mans: 1d20 + 6 ⇒ (9) + 6 = 15
Suri: 1d20 + 1 ⇒ (20) + 1 = 21
Izra: 1d20 + 2 ⇒ (18) + 2 = 20
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Djehuti: 1d20 + 8 ⇒ (7) + 8 = 15
Skele-mans: 1d20 + 6 ⇒ (9) + 6 = 15
Torin: 1d20 + 2 ⇒ (11) + 2 = 13
Kwin: 1d20 + 6 ⇒ (3) + 6 = 9
Koshukhep: 1d20 + 3 ⇒ (3) + 3 = 6
Bold is up. I'll update the map tonight.
| Izra Kayal |
Know:Religion: 1d20 + 12 ⇒ (7) + 12 = 19 To determine if they're undead, and what kind, if possible.
"Trap!" Izra yelled - probably unnecessarily. Her tone made it unclear whether the word was a warning, or a curse. Quite possibly, it was a bit of both.
Tough to tell, as the map hasn't been updated, but if Izra can move into a position to touch Torin, without necessarily putting herself between the bad guys (adjacent to one is probably OK), she'll pull her wand of Prot:Evil, and smack Torin with it (+2 to AC/Saves vs. Evil, and "No touchie!" by Evil summoned things). If that's not an option, I'll come up with something else.
| wicked_raygun |
Sorry for the delay. Map is updated. I moved Izra and Suri.
They can transform to more human forms during the day-time.
These creatures can be hurt by magical or silver weapons. They also have the usual undead traits.
Suri attacks one of the creatures, but her claws can't quite find purchase. Izra moves in and casts a spell to protect Torin from evil.
Djehuti is up.
| wicked_raygun |
I decided to delay Djehuti's turn to after the monsters to keep things moving.
The monster loose their claws into Torin, tearing into his flesh with their diseased appendages.
Claw 1 vs. Torin: 1d20 + 4 ⇒ (9) + 4 = 13
Claw 2 vs. Torin: 1d20 + 4 ⇒ (14) + 4 = 18; hit!
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw 1 vs. Torin: 1d20 + 4 ⇒ (14) + 4 = 18; hit!
Claw 2 vs. Torin: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Fort. Save vs Disease DC12: 1d20 + 5 ⇒ (4) + 5 = 9
Fort. Save vs Disease DC12: 1d20 + 5 ⇒ (6) + 5 = 11
Onset (days): 1d3 ⇒ 2
Torin just got sick. BUt he won't need to worry about making any additional checks for 2 days.
Round 1, cont.
Suri: 1d20 + 1 ⇒ (20) + 1 = 21
Izra: 1d20 + 2 ⇒ (18) + 2 = 20
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Skele-mans: 1d20 + 6 ⇒ (9) + 6 = 15
Djehuti: 1d20 + 8 ⇒ (7) + 8 = 15
Torin: 1d20 + 2 ⇒ (11) + 2 = 13
Kwin: 1d20 + 6 ⇒ (3) + 6 = 9
Koshukhep: 1d20 + 3 ⇒ (3) + 3 = 6
Bold is up.
| Koshukhep |
If everyone is withdrawing, Koshu will go with them. Otherwise:
Even as Torin withdrew, Koshukhep stalked closer, swinging his adamantine flail with a roar. "Evil spirits! Begone to the dark nothing you belong in!"
flail: 1d20 + 6 ⇒ (19) + 6 = 25
dmg: 1d8 + 3 ⇒ (4) + 3 = 7
| Djehuti |
Sorry, work got crazy and the holidays aren't helping.
Kn:Rel: 1d20 + 9 ⇒ (17) + 9 = 26
"That explains them. Huecuvas. Blaspheming priests who broke their vows." As he speaks he steps out of the way of the fighters and fires an arrow at the nearest undead.
Bow: 1d20 + 4 ⇒ (19) + 4 = 23
Arrow: 1d6 ⇒ 1
| wicked_raygun |
I'll just go ahead and bot Kwin here.
Kwin the Magnificent tumbles over Koshukhep's back to avoid any swipes from the undead Huecuva, while drawing his shortsword. With a flourish, he nimbly springs down onto the monster, his blade leading the way.
Acrobatics DC 15: 1d20 + 12 ⇒ (15) + 12 = 27
Kwin vs. Huecuva: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22;+1 from guidance
Damage: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
| wicked_raygun |
Between Koshukhep's ferocity, and Kwin's derring-do, the first Huecuva is reduced to a quivering pile. Leaving only one of the monsters intact.
Djehuti lands a shot, but the Huecuva turns at the last second and the missile mostly gets caught in its tattered robes.
Round 2
Suri: 1d20 + 1 ⇒ (20) + 1 = 21
Izra: 1d20 + 2 ⇒ (18) + 2 = 20
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Skele-mans: 1d20 + 6 ⇒ (9) + 6 = 15
Djehuti: 1d20 + 8 ⇒ (7) + 8 = 15
Torin: 1d20 + 2 ⇒ (11) + 2 = 13
Kwin: 1d20 + 6 ⇒ (3) + 6 = 9
Koshukhep: 1d20 + 3 ⇒ (3) + 3 = 6
Bold is up.
Huecuva 15/16
| Ahmed Kharim |
Ahemd's eyes blaze at Djehuti's explanation. "Then they may have defiled it themselves. Traitors." He turns to Djehuti. "They must be dealt with."
Thinking about Djehuti's last shot, he pauses, before pulling an arrow from Dejhuti's quiver and handing it to him, touching his hand as he does. "Their loose robes hide their true size. Aim for the head. Keep shooting until there is nothing left."
More Guidance. Djehuti gets +1 to his next attack/skill roll.
| Izra Kayal |
Izra drew in the power of her patron Goddess, letting mystic, unintelligible words roll from her lips and brandishing the jewel-encrusted symbol of Pharasma as she stepped forward
"The Lady of Graves has certain judgement for thee, thou Son of Perdition!"
Cast Cure Light Wounds, 5' to melee range beside Suri (shield up, for AC 19), Touch Attack.
Touch Attack: 1d20 + 2 ⇒ (14) + 2 = 16
dmg?: 1d8 + 3 ⇒ (5) + 3 = 8 (Will save DC 15 for half)
| Izra Kayal |
Have we declared that you can't make diagonal 5' steps in this game? From what I can see on the map, a single 5' step to the top of the 4 on the map puts her in melee range (cutting off Koshu, sadly, but she's not an Undead fan). Am I mistaken?
| wicked_raygun |
Will Save vs DC 15: 1d20 + 4 ⇒ (17) + 4 = 21
The huecuva shrieks in pain from the radiant energy, but doesn't die. It the brings its claws to bear on the priestess in retaliation.
Claws 1 vs Izra: 1d20 + 4 ⇒ (1) + 4 = 5
Claws 2 vs Izra: 1d20 + 4 ⇒ (16) + 4 = 20; Hit!
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Izra Fort. Save DC 12: 1d20 + 1 ⇒ (19) + 1 = 20
Despite Izra's nimbleness, she is still raked by one of the fallen priest's claws.
Round 2
Suri: 1d20 + 1 ⇒ (20) + 1 = 21
Izra: 1d20 + 2 ⇒ (18) + 2 = 20
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Skele-mans: 1d20 + 6 ⇒ (9) + 6 = 15
Djehuti: 1d20 + 8 ⇒ (7) + 8 = 15
Torin: 1d20 + 2 ⇒ (11) + 2 = 13
Kwin: 1d20 + 6 ⇒ (3) + 6 = 9
Koshukhep: 1d20 + 3 ⇒ (3) + 3 = 6
Bold is up.
Huecuva 11/16
| Koshukhep |
Christmas lasts for a few days where I am, so posting will still be slow for me over the weekend. You can bot Koshu if necessary. :)
"Defiler! Your judgement will be harsh!" Koshu bellowed, outraged both at the priests' sacrilege and their treatment of his friends. He walloped the remaining priest with his flail, putting all his strength into the blow.
flail: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 1d8 + 3 ⇒ (8) + 3 = 11
| wicked_raygun |
Torin spots some religious paraphenalia with value on the defaced altar. And the tithing box has some coins in it.
#loot
• silver chalice
• silver dagger (broken)
• tithing box
• 23 gold, 55sp, 105cp
Need appraise checks for the chalice and tithing box.
Torin once again feels like there's something watching him.
| Izra Kayal |
CLW (Torin): 1d8 + 1 ⇒ (2) + 1 = 3
CLW (Izra): 1d8 + 1 ⇒ (6) + 1 = 7
Appraise (Dagger): 1d20 + 9 ⇒ (3) + 9 = 12
Appraise (Tithing Box): 1d20 + 9 ⇒ (12) + 9 = 21
Appraise (Chalice): 1d20 + 9 ⇒ (13) + 9 = 22
Izra passed the sign of Pharasma over the remains of the undead abominations, then touched both herself and Torin with her healing wand. Then she took a close look at the items on the altar, being careful not to touch them.
She's not going to be terribly excited about looting what was apparently a cursed, defiled altar. Torin, you should be down by just 1hp now, if my math is right.
| wicked_raygun |
Area D3
The Band moves onto the next room and finds an immense tiled pool, empty and no more than 2 feet deep, that lies beneath a vaulted ceiling covered with images of celestial beings. Four columns stand beyond the pool to the northeast, each carved to represent one of the four primal elements. A ring of hieroglyphs encircles the base of each pillar.
I'll uncover the map, when I get home tonight.
| Djehuti |
Kn:Rel: 1d20 + 9 ⇒ (3) + 9 = 12
Kn:Hist: 1d20 + 9 ⇒ (11) + 9 = 20
Djehuti moves toward the nearest pillar, walking slowly as he sketches the indoor pool in his journal. "Odd that the pool is indoors. These pools were common in ancient Orisiani architecture, but not inside like this one."
What do the hieroglyphs say?
| Izra Kayal |
Kn.Religion: 1d20 + 12 ⇒ (14) + 12 = 26
"Perhaps it is different because the pool doesn't represent 'life,' like it normally would? The waters of this pool were represented more of a mixture of all creative energies. Interesting."
Izra looked about the room, wondering what it might have been for.
perception: 1d20 + 1 ⇒ (3) + 1 = 4
Know:Arcana: 1d20 + 9 ⇒ (20) + 9 = 29
| Koshukhep |
Koshukhep examined the hieroglyphs, then padded about the room, looking (and sniffing) for anything unexpected.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11 +8 scent
"We should not take the god's tithes for ourselves. Let us return them to the church when we return to the city," he opined.
| wicked_raygun |
Izra can't think of a particular magical reason for the setup. It appears to be purely symbolic. The heroes move off to the western doors.
Area D2-A
Space and elevation lend a sense of past grandeur and majesty to this large space. A large, star-shaped fountain with a circular pool in the center sits in the middle of the chamber. The bottom of the pool is decorated with a great mosaic eye made from tiny colored tiles, and hieroglyphs are carved into the paving stones ringing the fountain. Two rows of columns support the ceiling overhead, which continues to rise to a domed ceiling in the northern portion of the chamber. At the far end of the hall, a massive statue with arms raised overlooks the entire length of the temple from atop a raised dais. East and west of the fountain, two sets of stone double doors exit the chamber.
The Ancient Osiriani hieroglyphs ringing the fountain identify it as the “Pool of Protection.”