Chapter Four: The Manifest of the Harikan Squall

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Aug 30, 2016 9:49 pm
The brunt of the frost passes through the gaps in the skeleton's ribs, leaving it unharmed.

A new round starts. Eight skeletons remain, but they seem unmotivated and disengaged, taking tentative, aimless steps around the room. Any player may take an action at this point.
Aug 31, 2016 1:47 am
Mordred rushes off after the shape to the south, tearing a portrait bib from one of the skeletons as he passes.

Rolls

Sleight of Hand - (1d20+5)

(17) + 5 = 22

Aug 31, 2016 7:35 am
Zangua follows Mordred's path southward, putting on a burst of speed to gain ground on their quarry.
OOC:
Using full movement of 40 feet. If our target is still out of range, will use Dash action to move another 40. Otherwise I hope to try and catch it.
Aug 31, 2016 11:26 am
Seeing that the undead creatures have become placid, Felor decides it's best to leave these unfortunate souls in peace and follows the others through the southern door.

Move max distance (30ft) along corridor - if Zangua doesn't successfully tackle the xylophonemancer, I will cast Hold Person (range 60ft, target must succeed on a Wisdom saving throw or be paralyzed for 1 min, target can make another Wisdom saving throw at the end of its turns, on a success spell ends)
Aug 31, 2016 4:10 pm
Mordred rips a bib off one of the standing skeletons as he passes, stealing a quick glance at it: the face is that of a thin, dignified-looking man in his late middle years, with receding hair.

The south exit leads to a short, wide hallway, about 10' wide and 20' long. There are niches in the wall to your right holding jars and urns, and there's a scene painted on the left wall -- you don't stop to examine it closely, but there's a large tree, lots of little portraits, and some ships.

The hall exits into the center of a chamber about 60' wide and 25' long. There are four arched passageways set at intervals along the south wall, and another hallway to your left, leading east. Inscribed copper plaques are affixed to the wall between each of the arched passageways. The west wall bears a large, faded painting of the strange horned figure, sitting cross-legged, with men, women, and children standing in attentive postures on either side of him. A large upside-down bowl has been painted above his head.

In the middle of this chamber, on the floor, is a small xylophone made of dark wood, and a single mallet with a round head.
Aug 31, 2016 4:25 pm
Zangua slows his pursuit. The presence of other passageways and the large chamber itself requires some inspection, as he does not want to simply run into a possible ambush. He scans the room to pick out areas of concern.

Rolls

Perception - (1d20+5)

(18) + 5 = 23

Aug 31, 2016 4:36 pm
"Well, I think we've found the source of the necromanic music," says Felor, nodding at the xylophone. Cautiously, he approaches the instrument and examines it.

edit: It seems to be SOME FORM of XYLOPHONE
Last edited August 31, 2016 4:37 pm

Rolls

Investigation skill check - (1d20+1)

(1) + 1 = 2

Aug 31, 2016 4:38 pm
Uh, I guess read the copper plaques after I've finished being mystified by the xylophone.
Aug 31, 2016 4:49 pm
With a careful eye, Zangua notices faint paths tramped into the dust on the floor: they connect each other four archways and lead out the hallway you came through (where your own foot traffic obscures any further tracking), but the dust on the east side of the chamber, where the other hallway leads out, seems comparatively undisturbed.

Felor picks up the xylophone. The old wood is a bit smoother and slipperier than he was expecting, and he drops it, knocking one of the bars loose. Chagrined, he sets it back down and ambles over to the plaques. The writing on them appears to be in the Old Mezian language.

Zora stares at the painting on the west wall, squints at a stylized curl of lettered ribbon floating by the horned figure's elbow. "Zapan, the father of wisdom," she quietly reads aloud.
Aug 31, 2016 5:30 pm
Have we seen this horned figure before?
Last edited August 31, 2016 5:30 pm
Aug 31, 2016 5:36 pm
Yes, there were paintings in previous hallways. See page 9
Sep 1, 2016 3:40 pm
Felor carefully examines the dusty footprints leading to the archways and tries to determine if any show which way their attacker went.

Rolls

Survival skill check - (1d20+5)

(5) + 5 = 10

Sep 1, 2016 3:58 pm
"What do you think?" asks Zangua. "Figure someone commanding skeletons with a musical instrument would be skilled enough to not leave tracks?" He eyes the eastern passage.
Sep 1, 2016 4:00 pm
The obvious inference is that the xylophone-player went into one of the four archways.
Sep 1, 2016 5:18 pm
Mordred checks each of the archways, to see if anything indicates the musician's direction.

Rolls

Perception - (1d20)

(12) = 12

Sep 1, 2016 6:00 pm
Each of the archways leads to a small room, about 8' x 15". None of them are quite identical, but each contains a stone sarcophagus, some number of niches and alcoves in the walls, and a small amount of unremarkable jars, urns, and other grave goods in the niches or on the floor. From his visual inspection from the archways, Mordred sees no sign of the musician.
Sep 1, 2016 6:03 pm
"What now? Pursue the music man, or continue on to where we're supposed to go?" asks Zangua.
Sep 1, 2016 6:07 pm
Could he be hiding in one of the alcoves? Are the sarcophagus lids of a size that a single person could move them? Are any of the urns big enough to hide a person/goblin?

Given that he hasn't seen an obvious exit, Mordred waves his hands and signals silence to the party. Whatever they saw might still be in the room. Mordred moves quietly into the east-most niche and looks for signs of... something.

Rolls

Stealth - (1d20+5)

(2) + 5 = 7

Perception - (1d20)

(16) = 16

Sep 1, 2016 6:17 pm
The thing you saw slip out of the skeleton room was small enough that it might have various concealment options in these tombs.

The easternmost tomb holds a sarcophagus of pink granite. Behind the sarcophagus sits a three-legged stool, and on the stool, four small crud-filled ceramic pots that may have held incense or perfume once upon a time. There are five niches in the walls of this tomb and all of them are empty.
Sep 2, 2016 7:06 am
Leth nods at Mordred and slowly creeps into the second room, next to the one Mordred is inspecting, his eyes roaming around the chamber for signs of recent activity.

Rolls

Stealth - (1d20+3)

(17) + 3 = 20

Perception - (1d20+5)

(14) + 5 = 19

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