
Wandering GM Wastrel |

I doubt touch of terror is going to work since it only triggers on 1 or 2 HD creatures, so yeah, not much else Eli can do.
Acid splash! Hey, it worked in Blazing Saddles on the Sarcophagus of Near-TPK. Or...you could wake up your sleeping companion?

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Equally I'm happy to have a flanking bonus! The familiar can wake Devon!
Attack!: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 Damage: 1d10 + 8 ⇒ (8) + 8 = 16
As Eli stabs the creature in the back and distracts it, Say'ri whirls the flail around again.
"You call that a hit? I've had love-taps harder than that!"

Ashira Silthand |

Aid Say'ri: 1d20 + 0 + 2 + 1 ⇒ (11) + 0 + 2 + 1 = 14
2 flanking, 1 bless
Ashira draws her dagger and tries to harry the creature into Say'ri's flail. +2 for Say'ri

Wandering GM Wastrel |

Will save: 1d20 + 3 ⇒ (2) + 3 = 5
Slam: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Say'ri's flail smashes huge chunks off the thing; it snarls in reply and lashes out at her once more, but - perhaps weakened by the damage it's suffered - it fails to land a hit.
Ashira 16/20
Devon 20/20, asleep
Eli 16/16
Say'ri 15/24
Thing - 26 damage
Party is up!

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Since knocking the sand out if seems to work best Say'ri continues to do exactly that! Very badly.
Attack: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 Damage: 1d10 + 6 ⇒ (4) + 6 = 10

Eliyajah Arodenson |

Aid Another Say'ri Eli: 1d20 + 3 ⇒ (12) + 3 = 15
Aid Another Say'ri Foggert: 1d20 + 3 ⇒ (17) + 3 = 20
"Guide the flail!" Eli yells as he throws himself at the accursed sand being. Foggert follows suit and dives beak-first at the thing's eyes like he were a feathered arrow.

Ashira Silthand |

I have a question. I don't mind using Aid Another to keep helping Say'ri, but I do have an idea. If I cast Create Water ontop of this sand thing, could I give it a negative condition such as the slow spell?

Wandering GM Wastrel |

Creative use of a cantrip - I'll allow the water to wake Devon up, but not to emulate the effects of a 3rd level spell.

Devon Durant |

Devon yowls as she is splashed awake. "What? Oh, hells!" The catgirl rolls over and slashes at the sand creature with her claws.
Claws, Prone: 1d20 + 1 ⇒ (17) + 1 = 181d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d4 ⇒ 3

Wandering GM Wastrel |

The assists are enough for Say'ri's flail to land another solid hit; the thing looks momentarily astonished, and then enraged, and then nothing as it crumbles back into sand.
Combat over!

Devon Durant |

"Ugh. Stupid sand monster," Devon grumbles, shaking out some loose grains from her armor. She's going to need a bath tonight to avoid chafing. "Everybody alright to press on?"
If so, the rogue will lead the way upstairs.

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"Well we didn't all get a nice nap." Say'ri comments drily as she shakes Akhentepi awake. "But since you're up now, sure!"
She follows Devon, flail once again at the ready.

Devon Durant |

Devon yowls and quickly steps away, ears flat against her head, tail thrashing. "Okay, you win!"

Wandering GM Wastrel |

Ascending the stairs, you find yourselves on a balcony, which wraps around a twenty-foot-square opening in the floor, overlooking the inner courtyard below and connecting the rooms of the second floor. Above, a square skylight in theceiling provides natural light to the ground floor and ventilation for the entire building. To the southwest, two small staircases ascend from a landing on the grand staircase between floors.
Six different sets of doors lead off of this balcony.
You can see where wooden railings once provided a barrier around the balcony, but now there is nothing between you and a drop back down to the sandy courtyard on the ground floor.
Map updated

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"Might as well be thorough." Say'ri suggests and points to the nearest door. "Work round in order?"
Left!

Eliyajah Arodenson |

"Sure. Like, how many more undaddies can be roaming these halls, right? I got a feeling we're nearly outta the woods."

Eliyajah Arodenson |

"Oh, justa lil' hovel in a country called Cheliax. Swamps, peat, mosquitos, and more family than you can shake a stick at about sums up my origins, heh!"

Ashira Silthand |

"Oh, I've heard of Cheliax. It's quite a large country in the northern lands, isn't it? Tell me a little of your family, do they know that you're in another continent looting the dead for riches? How did they react to it?"

Wandering GM Wastrel |

My guess? "Aww, that boi finally done gone made sumthin o hisself! Dayumm, but now ah owes Great-Uncle Jessup a quarter hog..."
(I would apologise to Boonies everywhere for the stereotyping, but I'm pretty sure they can't read so all good)
Opening the double doors, you find yourselves in a spacious room with another entrance/exit on the eastern side. The aged remains of dressers, a large bed, and a divan lie in ruins. The husk of a hornet's nest - grey, papery and devoid of life - occupies one corner of the ceiling. the spaces in the northeast and northwest corners look as though they were once closets, although their wooden doors have all but fallen off their hinges and heaps of disintegrated fabric mingle on the floor. Between the closets stands a single lacquered dresser covered in dust.
Almost as soon as you enter, a spectral figure - a young girl, possibly? - gives a small shriek of surprise and terror and flees as quickly as possible, passing right through the doors on the other side of the room!

Devon Durant |

"Uh, nope!" Devon says, shaking her head. "Let's not go that way!"
She searches the room, paying particular attention to the dresser.
Perception, Guidance: 1d20 + 7 ⇒ (15) + 7 = 22 +1 vs traps

Eliyajah Arodenson |

Eli frowns at Ashira at the notion that he's a common thief. "I imagine they reckon I'mma be building myself a dowry of sorts. That, and you know, gathering enuff experience to actually reel myself in a fine woman. Part of the dowry, aunt Cornelliya would say."
He then hushes as a spectral girl flashes by and turns a whiter shade of pale. "Shhh! This is why we dun speak o' girls when it ain't appropriate! Let's focus!"

Wandering GM Wastrel |

Ashira - you got nothing; partly because it was too brief a glimpse. You wouldn't be surprised if a place like this didn't have a few unquiet spirits, though.
Devon discovers that the dresser is actually a fake: what appear from a distance to be drawers are cleverly carved handles and the whole thing appears to be on runners. A good push would slide it along the wall, presumably revealing whatever was concealed behind.
Before you can test this, a high-pitched scream sounds from the other side of the door the phantom figure went through...

Eliyajah Arodenson |

"... maybe she 'ad dreams and aspirations of making it big in the Taldorian opera scene? ...", the wizard suggests with a feeble voice.