Re: The Sarcophagus Legion V
Posted: Tue Mar 20, 2012 5:33 pm
The party hurries forward, spotting the light lancers attacking the skeletons and assassins as they dart inside to the temple. Babushka even notes that Dekker is present, although thankfully he seems to be away from any fighting. Locky doesn't spot any traps, but even if she had, the party would have crashed right into them anyway.
Stepping into the temple's massive, open doors, they descend a stone staircase. Eventually the staircase deposits them in a small room, about twenty by twenty feet in size, and eight feet from floor to ceiling. What little light in this room comes from upstairs, making it difficult for anyone without infravision to see. Babushka and Locky can see that the walls are covered in strange markings and symbols, however.
There is an uneasiness in the air, a disturbing feel that the party can't put a finger on but which weighs heavily on them.
A life-sized statue of a man stands in each of the northern corners of the room. The man is dressed in robes and wears what looks like a goat's skull on his head Each statue wields a pair of beautifully-crafted obsidian sickles, crossed across their chests in the manner typically depicted in Pharaonic art. Locky readily recognizes them as a depiction of Chemosh, Lord of Bones, the god of death and undeath.
In the southern corners are life-sized statues of a shapely woman wielding a curved dagger in one hand and holding a scorpion in the outstretched palm of her other. In both cases, her hand has been severed from the body and scoured by the ages so as to be all-but unidentifiable.
To the north is a shut door of iron with scorpions engraved upon its surface.
"What?" Ulster asks, spinning around. "Who said that?"
"Locky," Thuskar says with annoyance. "This isn't time for games. Stop whispering in my ear," he complains.
However, nobody else hears anything, and Locky certainly did not speak.
===========
Locky makes a Religion check (1d20): 9, recognizes the statues of Chemosh
Locky makes an unknown saving throw (1d20): 11
Babushka makes an unknown saving throw (1d20): 15
Ulster makes an unknown saving throw (1d20): 9
Jerrard makes an unknown saving throw (1d20): 15
Thuskar makes an unknown saving throw (1d20): 3
Imani makes an unknown saving throw (1d20): 14
(OOC: My apologies, we lost internet last night and it still hasn't returned. I'm making all of my posts today at the local library.
Jenara, checking for traps takes 1d10 rounds of careful inspection. Looking at the ground while 'darting forward' is insufficient, I'm afraid.)
Stepping into the temple's massive, open doors, they descend a stone staircase. Eventually the staircase deposits them in a small room, about twenty by twenty feet in size, and eight feet from floor to ceiling. What little light in this room comes from upstairs, making it difficult for anyone without infravision to see. Babushka and Locky can see that the walls are covered in strange markings and symbols, however.
There is an uneasiness in the air, a disturbing feel that the party can't put a finger on but which weighs heavily on them.
A life-sized statue of a man stands in each of the northern corners of the room. The man is dressed in robes and wears what looks like a goat's skull on his head Each statue wields a pair of beautifully-crafted obsidian sickles, crossed across their chests in the manner typically depicted in Pharaonic art. Locky readily recognizes them as a depiction of Chemosh, Lord of Bones, the god of death and undeath.
In the southern corners are life-sized statues of a shapely woman wielding a curved dagger in one hand and holding a scorpion in the outstretched palm of her other. In both cases, her hand has been severed from the body and scoured by the ages so as to be all-but unidentifiable.
To the north is a shut door of iron with scorpions engraved upon its surface.
"What?" Ulster asks, spinning around. "Who said that?"
"Locky," Thuskar says with annoyance. "This isn't time for games. Stop whispering in my ear," he complains.
However, nobody else hears anything, and Locky certainly did not speak.
===========
Locky makes a Religion check (1d20): 9, recognizes the statues of Chemosh
Locky makes an unknown saving throw (1d20): 11
Babushka makes an unknown saving throw (1d20): 15
Ulster makes an unknown saving throw (1d20): 9
Jerrard makes an unknown saving throw (1d20): 15
Thuskar makes an unknown saving throw (1d20): 3
Imani makes an unknown saving throw (1d20): 14
(OOC: My apologies, we lost internet last night and it still hasn't returned. I'm making all of my posts today at the local library.
Jenara, checking for traps takes 1d10 rounds of careful inspection. Looking at the ground while 'darting forward' is insufficient, I'm afraid.)