| Balator |
"Randtam, can you help Uuranx with one of your spells? "
Search the area for anything of use.
perception: 1d20 + 26 + 2 ⇒ (9) + 26 + 2 = 37
| Randtam |
I do not have anything. We could teleport and bring back Benedicts items to the church. Of Pharasma. Maybe they could help us.
| Balator |
Gather the loot.
"I guess we should get out of here and find a cure for Uuranx."
| Balator |
"teleport"
| Balator |
"Randtam, we could try the temple of Pharasma, we need to return Benedict's items and they may be willing to resurrect Benedict or help with Uuranx. Or we could try Iomedae's temple."
| Balator |
Pay the gold.
| Balator |
"Sounds like a plan."
| Uuranx |
Visit Luvick, the order, temples of Pharasma, Saranrae, and Iomadae.
We need to find another party member, alhtough we might find it tough as our divine assistance seems to die off.
| Carrion Crown CAW |
You are about to give up hope as you make your way to the temple of Iomadae, when Desna smiles upon you. A warpirest from Lastwall was on his way back to Vigil after completing a quest amongst the barbarians of Numeria. Hearing of your plight and urgent need he decided to delay his return home to try and help you.
| Tarek Neckbreaker |
Won't have much use for walls against the orc's if the old dead king rises back up. Suppose we should be about it then. The time to strike the metal is while it's still hot as they say.
| Uuranx |
I say teleport back, but we can travel by conventional means.
"Welcome Tarek, thank you for the help in this hour of need."
| Tarek Neckbreaker |
The burly dwarf laughs good naturedly-Oh it's my pleasure indeed! Travelling can be lonely work and not all of my fellows in Lastwall are as frolicksome as I would like like. Stalking the Holds of Belkzen for orc necks is fine sport but it becomes boring after a while. It will be good to destroy some undead and better still to prevent The Way from hatching its plans. I'm sure the Knights of Ozem will write a fine lyric or two about our deeds. That's assuming we win of course. I don't foresee any bands of wights playing a tune in our honor should we fail.
I'm not sure if I get a vote, but if so I cast it for teleporting. My legs are not quite as long as you lot and it doesn't seem fair to make me walk that far given my natural disadvantage.
| Balator |
"Good idea, let's go finish the job."
| Balator |
Assuming Randtam's silence is assent.
Make our way back into Renchurch. Casters feel free to cast spells before we go, Balator will wait.
perception: 1d20 + 26 ⇒ (5) + 26 = 31
| Tarek Neckbreaker |
Tarek casts Ironskin on himself. AC now 36.
| Carrion Crown CAW |
Balator does not notice anything different about the Renchurch compound except for the deathly quiet.
The party advances down to the cathedral entrance. Still silence.
The party descends into the depths below the main structure. Still silence.
The party passes all the way to the alchemy room with no event. The next door to open leads to the room filled with watery pools previously occupied by a demon.
Party action.
| Uuranx |
Cast on Balator- Prot. from Evil(+2ac/willsave),
Bear's Endurance(20hp, +2fort),
Heroism (+2attack/saves/skills),
Stoneskin (dr10/100pts.)
Cast on Uuranx- Prot.from Evil,
Shield (+4 ac),
Bear's Endurance,
Bull's Strength,
Mirror Image (images: 1d4 + 3 ⇒ (4) + 3 = 7),
Heroism,
Stoneskin
| Carrion Crown CAW |
Layout refresher:
Beyond the door in front of you is the circular room filled with water pools that had a demon in it previously.
North of that room are the catacombs where you found the blade of St. Vesbias.
South took you to a room where you fought some monks and the wolfman (again).
From there you could have gone E, SE, or W.
You chose W and could have continued W or S and chose S.
You could have continued S or E into a room and chose E where 2 ghost necormancers were. You killed them but Uuranx was turned to stone.
Party action.
| Balator |
“Thanks Uuranx!”
Go back to ghost necro area and go South.
perception: 1d20 + 26 + 2 ⇒ (2) + 26 + 2 = 30
Prot. from Evil(+2ac/willsave),
Bear's Endurance(20hp, +2fort),
Heroism (+2attack/saves/skills),
Stoneskin (dr10/100pts.)
| Balator |
South.
perception: 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40
| Carrion Crown CAW |
Smoothly polished skulls yellowed with age gaze from countless small alcoves perforating the stone walls of this chamber from floor to ceiling. The collection contains specimens from many races, though all of the skulls are missing their jawbones, which lie on the lowest shelves beneath the skulls.
The room is 25'x60' long.
There appears to be an exit headed East at the South end of the room.
Balator's keen eyes find several strange glyphs that appear to be writing of some sort.
| Balator |
"Interesting room, anyone know what these glyphs mean? Randtam?"
| Randtam |
35...really
linguistics: 1d20 + 20 ⇒ (7) + 20 = 27
I cannot read these glyphs but I should know something right.
Sorry my fault I actually took a 20 on this.
| Balator |
"What's it say Randtam?"
| Randtam Bot |
~detect magic~ Randtam reads the writing aloud for the rest of the party to hear-Not sure what it means exactly, but I don't think it has anything to do with our purpose here. There is some magic in the skulls but I'm not sure what it's for. If I had more time to study it I'm certain I could learn its nature.
| Tarek Neckbreaker |
I agree with young Randtam here. I'm ready to crush skulls, but maybe we can find some others more worthy of my attention, eh?-Tarek grips his pick tightly and there is a look of hungry violence in his eyes.
| Balator |
Do we have to pass the glyphs to get to the other side of the room?
"Uuranx do you think it means the first person need to pass the glyph on the left and the second person needs to pass it on the right, and so on?"
| Balator |
Cross room to exit headed east. Have party move by glyphs as described in my previous post, Balator will go first.
| Carrion Crown CAW |
The party moves individually past the stacks of skulls and jawbones. You can't help but feel the gaze of the skulls' hollow sockets follow you as you pass by, but whether their thoughts are filled with weal or woe you cannot tell.
After assembling by the Eastern exit you follow it for about 40' before everyone of you can smell the stench of decaying and rotted corpses in the room ahead.
| Balator |
perception: 1d20 + 26 + 2 ⇒ (2) + 26 + 2 = 30
Move ahead to the smelly room.