VIIIA - Deeper Within the Catacombs
For an instant, an unnerving sensation, a strange amalgam of a deep chill and an electric shock, seizes the adventurers. As the green illumination fades from their vision, Barnabus, Dilemma, Ishmael, Lampert, Malivoire, and Ynes find that they are in unfamiliar surroundings.
Save for Dilemma, this sense of confusion lasts only for a moment. The remaining adventurers recognize the long stone corridor that they find themselves within. Ten feet north of their position stands a stone archway, adorned with carefully rendered runes and symbols. Those that had explored in this direction previously recall the arch, remembering that it seemed to denote a specific area of the tombs.
To the south, the passage travels ten feet before slanting to the southeast. The flickering light of a fire can be seen in that direction, most of the adventurers recalling that the light comes from a large brazier, which sits in front of an imposing statue of a gargoyle that occupies the western side of the chamber which the hallway leads to.
As the company members find their bearings, they are suddenly aware of voices coming from the south, growing loud.
”Even if they were followers of Set, it still doesn’t make sense for them to set him loose. He’ll as soon destroy them as us.”
”Perhaps he promised ‘em something? Riches or a powerful favor? No matter. They’ll not live to coll…”
Around the corner where the corridor shifts to the southeast emerge five figures. Three are clad in black chainmail and gray robes. All three appear human, though the two men in the lead are considerably younger than the gray haired man behind them. Behind the older man stand a pair of skeletons. The skeletons carry spears, while the armored humans have maces on their belts and shields strapped on one arm. The shields are all black, adorned with the symbol of a ram’s skull.
”You lot picked the wrong place to go hunting for treasure,” the gray haired man snarls.
15:11, Today: Labyrinth Lord rolled 5 using 1d6. Initiative - Party.
15:12, Today: Labyrinth Lord rolled 2 using 1d6. Initiative - Priests and Skeletons.
Despite the angry words, it’s plain that the adventurers have caught many in the group off guard. The party wins initiative.
The men in chainmail have an armor class of 4. The skeletons have an armor class of 7. The skeletons do not have gems embedded in their foreheads.
For reference, the adventurers are located 10 feet south of location 12 on the Main Game Map.