She stands up leaning heavily on Augrim, "The three of us were taking rubbings and inspecting the art in that next room when these bandits attacked us. They out numbered us and I'm told after I was knocked out Gilleon used his magic to pull free one of the scepters. Trapping them in the room with us....I...." she begins to choke back tears, "They burned Gilleon and Jojacks' bodies in ember pit."
After several minutes the desert folk remove all of their armors. The unconcious woman awakes when Augrim lays his healing upon her. "Ugh...Not going to beat me unconcious again are you?" she asks groggily before looking around, "Wait...who are all of you? Is that desert whore trying to sell me off to some slavers?" After a few moments her head seems to clear, "Are you...Pathfinders?? Thank the gods!" She glares at Alarka, "Told you someone would come." Alarka shrugs in response with no expression on her face.
[8] The earth elemental surges forward as Servayn mutters, 'Hit the one in the front," in Common, wishing he spoke Terran, but the elemental choose the closest visible target and smashed the mite into the ground. A quivering pile of flesh remains behind. Servayn himself realizes he won't have time to ready his crossbow and instead retains his grip on his morningstar and moves to beside the elemental, within range to strike either of the fleeing mites with his morningstar, but is unable to also attack, hoping to at least get close enough to be able to take advantage of any opportuniy that arises, and hissing to the creature, Surrender, mite!" [8] Kalsgrim drops his longsword, readies his bow and arrow as he moves forward. His arrow bounces off the curved tunnel walls. [3] Janku frustrated at his slow speed and reactions, moves forward bringing up the rear. From deeper within the tunnel a small chorus of voices shout out in fey, "The kobolds attack, they attack-attack! To our feet to take their feet!"
New Enemy Initiative Rolls: ??? 1d20 + 3 ⇒ (15) + 3 = 18
??? ??? 1d20 + 3 ⇒ (8) + 3 = 11 Initiative Order for Round 3: Round 3, the mites
[25] Corso
[18] Kriger [18] ??? [14] Lukasz [12] mites [11] ??? ??? [8] Servayn & Ember [8] Kalsgrim [3] Janku Corso, Kriger, and Lukasz if you will!
We were attacked by some kind of zombie creatures, they drove us into this room. I managed to pull the scepter from the altar and seal the door," she replies. Though something about what she says doesn't ring true for Theo. There is a fist sized hole at the center of the door were items could be passed through. Qaluas remembers that the name Alarka once belonged to a powerful desert priestess many hundred years ago. No other details come to mind. "The girl was injured in the fight, she's been unconcious since then. I think she just needs time to rest. If you open the door we can carry her to the city. I hope our camels are still outside." I just finished training at my job, still getting used to this 1pm-9pm shift. Sorry, it's caused a small slow down.
Alarka's face goes pale as the group threatens her. Her guards have already dropped their weapons to the ground. "The desert is such a rough place, I'm sure you understand. One thing lead to another, and there we were trapped with blood on our hands," pleads the woman as she draws and places her own scimitar on the ground. The man holding unconcious girl carefully rests her on the ground, placing his weapons beside her. "She was knocked out in the fight, didn't do anythin' else to her." They stand there with their hands in the air and the foremost man speaks up, "Our armor could take a few minutes to remove..." I just finished training at my job, still getting used to this 1pm-9pm shift. Sorry, it's caused a small slow down.
Jeroph Klein wrote: charles is making the intimidate check. I'm just trying to compound it with Dirge of Doom. Actually, I don't see that Dirge of Doom allows a save on the SRD. I figured fascinate wouldn't work since there is already a knife to a throat. Eitherway if Charles is successful, I'll make sure to keep the riff raff shaken. Are you trying to change their attitude towards you, or demoralize them? They haven't started initiative so either option is valid.
Underneath the cotton robe is the form of the missing Pathfinder. Her shocking blonde hair a unique site in the desert lands. The man holding her jerks away and reveals a dagger at her throat. "I see, you were probably sent to retrieve the girl and her companions. Well, if you stop us she's as dead as the other two. Let us out of the tomb and we'll give you the girl, she'll just be dead weight in the desert," says Alarka dryly.
Alarka looks down at the dwarf, "Pathfinders or Aspis? We are neither. I recently bought a map to this tomb and wished to view it for religious reasons. When we arrived there were three camels outside, but no one else within. Quite suddenly our escape was cut off by a horde of zombie-like guardians, with no other choice we fled into this room. I trust you have dealt with the guardians if we are talking so casually?" Le Secretes: 1d20 + 15 ⇒ (8) + 15 = 23
The floor of the room is filled with tracks they are a few days old, but Learnur can make out around half-a-dozen different boot-prints. All of them lead to the pair of gigantic stone doors that bar the north exit. Carved into their surface is a pair of figures holding aloft a throne, on which is seated a man of regal bearing. In one hand, he holds a scepter, in the other, a merchant boat. Beneath the carving of the throne, a pair of narrow holes in the door let through a flickering light. A woman’s voice calls out from beyond the door. “I was wondering when someone else would show up.” While Learnur investigates theroom Aron the searches the center altar there are three rods placed in the four slots. Something would likely activate when the fourth one is fitted. Meanwhile Jack checks the four altars, are all different. The north east altar, which is made of ebony and platinum with a plaque of ancient Osiriani writing. The south east altar, made from iron and silver has a similar plaque. The northwest altar is made of copper, it too has a plaque. The sceptars in the center are each made of materials matching a single altar. The southwest altar, which is made of sandalwood and decorated with a fine ivory inlay, is the only one with a missing scepter. There are no magical auras in the room. After a moment of deciphering Jack reads the four plaques;
It looks like this, but with correct player tokens ;) Sorry, at work!
After Ridley slots the final rod into the center altar the entire tomb shakes as the altar lowers a foot into the ground. The think double doors slowly creak open revealing a smaller room illuminated by a trench of brightly burning coals. On the far side of the room is an altar, on top of which rests a scepter made of pure silver. At its tip is a large emerald. Two men in desert garb stand at the ready with scimitars drawn. Another behind them props up an unconscious woman in servants clothing. Standing on the far side of the room, near the altar, is a viciously beautiful woman. Her auburn hair flows down the back of her dress gleaming red and gold in the light of the fire. "Finally, the brave heroes have rescued us," she comments as the doors open. "Verz, Talik, and Molo be sure to thank them for their kindness. Let's get the girl outside in the fresh air." The three men nod at her with a slight bow as they begin to move forward with the girl. Alarka gracefully leaps the coal pit to walk behind them.
Round 2, the common room [25] Corso attacks the mite nearest him, protecting Kriger's flank. His blade darts into the mites spine, finishing it. [18] "OW! Dangit! OW! Crap!" Kriger yells as he looks like he's dancing a terrible jig. "I'm gettin' stuck from all sides! Blast it all! All right you little bunch o'....!" He says through gritted teeth as he swings again at the same mite. This time with a blow that pulverizes it. [14] Wordlessly, Lukasz blasts a stunned mite with another force missile. 1d4 ⇒ 4 Blue blood oozes from its ears. [12] With half of their numbers dead the mites begin to panic and rush out of the room, heedless of the elemental in their way.
Servayn, Kalsgrim, and Janku. Actions?
Status: The Old Sycamore, common room (map) mite 1 dead
mite 2 unharmed mite 3 unharmed mite 4 dead mite 5 dead mite 6 dead mite 7 dead mite 8 dead mite 9 dead
As the group moves to the entrance, Jack takes a closer look at the carvings. He finds that the number seven holds a great deal of significance, but in all such arrangements, Alkhet is always in the highest position Cool silence greets the party as they descend the stairs into the ancient tomb. At their base is a spacious chamber with a large sandstone altar in the center. Set into the walls are four smaller altars, surrounded by ancient writing, each one a little different from the last. On the opposite side of the room are a pair of corridors leading off into darkness and a larger hallway, ending in a great stone door. A trio of rods are slotted into the altar in the center of the room and there is room for one other to fit, but the hole is empty.
Round 1, the common room [25] Quickly, Corso moves to engage the mites before they have a chance to organize. His sword strikes out, but the cramped room and the size of the creature hinder him. [18] Kriger takes a step to his left and swings down at the small creature. Finding as much trouble as Corso. [14] Lukasz moves forward unleashing a force missile at the mite in the middle of the room. 1d4 ⇒ 3 Injuring the small creature. [12] Laughing and cheering madly half the mites swarm around Kriger with tiny daggers in hand.
[8] Servayn takes another step and calls forth a small earth elemental to appear near the farthest mite he can see. As he does, Ember dissipates in a cloud of ash. A stocky humanoid form, only as tall as a man's stomach, but as wide as it is tall, rises from the packed soil of the room's floor, debris flying away from it as it erupts from the earth, and takes a single attack on the nearest mite. Crushing it entirely into the floor. [8] Kalsgrim attacks the mite before him, leaving a long slash across its minute body [3] Moving forward Janku calls upon his new goddess for a blast of sound resonating in the cramped tunnels. Dirt and dust fly everywhere as the burst ripples out beside Kriger. Sound burst on 5, 6, 8, and earth elemental
Status: The Old Sycamore, common room (map)
mite 1 [/ooc]
mite 2 [ooc] mite 3 [/ooc] mite 4 [ooc]dead mite 5 (1) stunned mite 6 (4) stunned mite 7 dead mite 8 (1) stunned mite 9 (3) slashed health in brackets is non-lethal damage. Lol, also ignore the selection box around the elemental...
The carvings along the columns praise the accomplishments of Alkhet Utmari, the Merchant Prince. The camels eagerly drink the water, Augrim finds him self covered in their sticky affection. The stairs at the entrance descend into a ten foot wide corridor, with the sun rapidly descending there will be no light beyond the first step. As noticed before, three of the camels are from the Pathfinder's favored stable. The other six have no telling signs, their gear being too pieced together. In their saddle bags remain a simple blanket, an empty waterskin, and a journal listing the routes commonly taken by Thuvian water barons. The merchants of Andoran may find this interesting.
Augrim checks down the hallways for looming threats. The northwestern corridor ends in a small chamber, dominated by an altar at its center. Atop the sandstone altar is a row of five silver trays, each one larger than the last. The room is cold and silent, opposite the altar is a stone door. The northeastern corridor takes a turn and would require further exploration to see beyond the corner. "My name is Alarka, I'm in here with three of my guards and a servant girl. She has been unconscious since receiving injuries during the attack," the woman seems to be moving from panic to frustration, "Please. Help us get out. I have the scepter in my hand that you need to open the door."
Jack moves carefully down the ravine beside the devil. There he can see that all of the camels are tied up and in sore need of food and water. Three of the camels are rigged with well made tack and bear the brand of the Pathfinder's frequently used dealer. The other six are shabbier and their tack is mismatched. They clearly belong to two groups. The camels are terrified of the devil, but he is able to glean from them that three belong to some very nice people. The others showed up shortly afterwards being ridden by some rather rough folk who don't always take the best care of them. They are all very thirsty and would appreciate something to drink and if possible being returned to their stable. The entrance to the Hall itself is a series of columns leading to a simple stone door that stands open. The columns bear numerous carvings but would require closer inspection. Other than the camels there is no sign of life except a small bloom of blue flowers next to the west wall.
The woman speaks through the door with a thick Osirani accent, "We would be doing better not trapped in this chamber. I and my friends have lost track of how long it has been. We were attacked by bandits, at the last moment I pulled a scepter free and took refuge in here before the doors shut." Her voice seems to be on the verge of panic, "Let me pass you the scepter through the door so we can be free. I can only hope our camels are still around.'
After a moment of deciphering Charles reads the four plaques;
Kalsgrim slides into place and raises a hand. After a moment's pause he glances around to make sure everyone is ready, he drops his hand, signalling the charge. Initiative: Corso 25
Janku 1d20 ⇒ 3 Lukasz 1d20 + 2 ⇒ (12) + 2 = 14 Kalsgrim 8 Kriger 1d20 + 8 ⇒ (10) + 8 = 18 Servayn 8 mites 1d20 + 1 ⇒ (11) + 1 = 12 Initiative Order: Surprise Round, mites in the common room
[25] Corso
[18] Kriger [14] Lukasz [12] mites [8] Servayn & Ember [8] Kalsgrim [3] Janku [25] At the signal for the charge Corso leads with a splash of acid. The blob sears through the back of the creatures skull frying its brain.
The floor of the room is filled with tracks they are a few days old, but Augrim can make out around half-a-dozen different boot-prints. All of them lead to the pair of gigantic stone doors that bar the dwarfs way. Carved into their surface is a pair of figures holding aloft a throne, on which is seated a man of regal bearing. In one hand, he holds a scepter, in the other, a merchant boat. Beneath the carving of the throne, a pair of narrow holes in the door let through a flickering light. A woman’s voice calls out from beyond the door. “I was wondering when someone else would show up.” While Augrim investigates the tracks Calumny the searches the room. The four altars are all different. The north east altar, which is made of ebony and platinum with a plaque of ancient Osiriani writing. The south east altar, made from iron and silver has a similar plaque. The northwest altar is made of copper, it too has a plaque. Of the three altars all have a matching scepter lodged in the center. The southwest altar, which is made of sandalwood and decorated with a fine ivory inlay, is the only one with a missing scepter. There are no magical auras in the room.
After the partie's rest they continue through the desert. When the sun nears the end of its journey to the dunes they reach their destination. Between the ever-rolling dunes of sand is a patch of stone, in the center of which is a ravine, like a crack in the desert floor. Broad, worn stairs lead down into this ravine, at the base of which is an opening, an entrance in the wall of the ravine. There is a host of nine camels, tethered just outside the entrance.
Having some trouble with my mapping program at the moment. It's decided to not save 80% of what's in the file and I can't figure out why. I'm going to post this lil' update before going to bed. Feel free to retcon spoiler how you guys setup the camp if you do decide to take a little bit of time to do that. Calla finds no magic auras among the camels. In their saddle bags remain a simple blanket, an empty waterskin, and a journal listing the routes commonly taken by Thuvian water barons. The merchants of Andoran may find this interesting. As the group moves to the entrance, Jeroph takes a closer look at the carvings. He finds that the number seven holds a great deal of significance, but in all such arrangements, Alkhet is always in the highest position. Cool silence greets the party as they descend the stairs into the ancient tomb. At their base is a spacious chamber with a large sandstone altar at its center. Set into the walls are four smaller altars, surrounded by ancient writing, each one a little different from the last. On the opposite side of the room are a pair of corridors leading off into darkness and a larger hallway, ending in a great stone door. A trio of rods are slotted into the altar in the center of the room and there is room for one other to fit, but the hole is empty.
Fatigue rules are mainly for traveling where you are walking constantly. You could safely explore the tomb at this point fo rseveral more hours. Or setup a camp. Explore a couple rooms, return to the camp for the night, realistically I'd probably go with that option. That way you've made sure the Pathfinders aren't dieing two feet from the door, and also that the very next room isn't filled with a dozen were-camels.
The carvings along the columns praise the accomplishments of Alkhet Utmari, the Merchant Prince. The camels eagerly drink the water, Augrim finds him self covered in their sticky affection. The stairs at the entrance descend into a ten foot wide corridor, with the sun rapidly descending there will be no light beyond the first step.
The lair near the oasis is fairly desolate. Scorpion sheddings and the bones of other giant vermin are strewn about, but no sign of humans. If the Pathfinders encountered the scorpions there is little to show for it. Those who take a moment to look over the map realize that the tomb is about six hours away. At this time of day it coudl likely be reached shortly before nightfall. The ride would be long, and the horses tired, but not overly taxed.
From a distance it can be seen that all of the camels are tied up and in sore need of food and water. Three of the camels are rigged with well made tack and bear the brand of the Pathfinder's frequently used dealer. The other six are shabbier and their tack is mismatched. They clearly belong to two groups. The entrance to the Hall itself is a series of columns leading to a simple stone door that stands open. The columns bear numerous carvings but would require closer inspection. Other than the camels there is no sign of life except a small bloom of blue flowers next to the west wall.
You're just lucky I didn't think to have all the scorpions try and flat out initiate grapples on you earlier. It wasn't until the last round I was like, "Wait a second...they don't need to claw him to grapple. They can just do it as a standard action. Then his armor won't mean a thing!" But you killed 'em all ;)
This damp room is haphazardly cluttered with broken beds, chairs, wagon wheels, and an assortment of worn, tattered, dingy, and broken objects pilfered or salvaged from big folk. A row of bookcases stands crookedly propped against the far wall, the shelves filled with bits of bone, feathers, and dried centipede legs. Old window frames, cracked
Nine mites occupy this room. Two pitifully attempt to play a folk song on shabby stringed instruments. The twanging easily lost among the twists of the tunnel. Two more sit nearby, jeering and throwing rocks at the musicians. Three are gambling with a small pile of copper coins over a set of grimy dice in a nook. Lastly, a pair of mites lie beneath a ragged sheet reading a book with torn pages. A small oil lantern burns weakly above them illuminating the bizarre scene. The Old Sycamore, the common room (map) The mites have yet to notice Corso from his position at the corner. |