Part 6: Session 4: Robbing the Dead, Attempt #2
Session 4: Robbing the Dead, Attempt #2
Almost thought you weren’t coming, William.
“Yeah, well, the date got moved, so it turned out I had nothing better to do today after all.”

So where were we? That’s right, you had finally equipped yourselves and were heading back to the cemetery.


When you enter the crypt this time, you discover, much to your amazement, that you can see finally!


It can wait, trust me. So where do you guys go first—the first room full of bodies, the second room full of bodies, or do you continue down the corridor and try to find someplace new?


She’s right. It was the one with the bones, remember?




All that armor is probably the main reason why these skeleton warriors have been rendered as ineffective as the regular skeletons from the first combat. However, this combat is a good example for why single combat between two warriors takes forever, between armor miss chance, parry, and the real possibility for low damage.









Not at the moment, no.






As you examine the bodies in search for…something…you note that the bodies appear to have been somehow preserved. When William pulls one of the corpses aside, a dark opening underneath is uncovered. Something is moving in there, too.

William jumps back in horror when four ghouls, who had been hiding in the hole, come crawling out.
Here you see me use Paralyze tactically to prevent the ghouls from flanking the group. Also, you can see the general tactic of using the frontliners to make a diagonal blockade that funnels the enemies into fighting a couple at a time. Oh, and do watch this one, if only to see what the ghouls do when you kill them. If you thought the skeletons were creepy…

…

Sorry, I just expected you to shout, “NO!” again.

Fair enough. So in the third bin,

It’s your favorite, skeletons! Basically, this one runs just the same as the ghoul attack.

You’ve killed all the undead in the rooms you’ve found, if that’s what you mean.






You might try moving on to the next room, too.




No. You begin to suspect that you’re wasting your time.


NO.




NOTHING! THIS IS POINTLESS! THEY DON’T DO ANYTHING!

You could’ve fooled me.


You see a body on a rough wooden table, a chest, and a pentagram with candles.

Yes, yes you can. Would you mind stepping into the next room with me?



The faster you run, the further the edges of the pentagram seem to recede. The symbol keeps on growing, and the floor beneath your feet grows ever softer, until you feel as though wading through an ocean of blood. Now excuse me a moment.

As soon as Suzie steps into the pentagram, she falls over and starts shivering.

No. Suzie, you can come back in now! You suddenly feel a hand closing over your arm and pulling you upwards. Alex has pulled you out of the pentagram.


And you took some damage.


Fair enough.

Another anti-disease elixir and antidote potion.




You gingerly touch the arcane symbol on the body’s forehead and start pulling on its skin with the tips of your fingers. Suddenly, you realize that you’re holding the man’s face aloft, although the body hasn’t changed at all.


In shock and horror, you all stare at Lewis’s character, as he seems to have the dead man’s head on his shoulders all of a sudden. The strange skin totally changed his appearance. And in contrast to a mask, the face appears very much alive.




Ew. Anyway, there isn’t anything else in this room. Once you force open the next chamber, you see…

There is a chest, a fully furnished alchemy set, and a bookshelf here.

There appears to be an experiment set out on the table. It seems to be coming to a close. Next to it, you see a parchment scroll, possibly containing instructions.



The slimy green mass in the crucible has become quite viscous. You transfer it to an empty container to let it cool down, then you shape it into a single ball of antihypnoticum.






The exact ingredients you need to make another ball of the stuff, along with a second alchemy set.



You see a bed, a stone chest, a bookshelf, and closet.

Tomes and scrolls of necromancy. Every last printed word is a blasphemy to Boron, the god of the dead.


Sure. You find a recipe book with several useful alchemic formulas, such as the antidote potion, the basic magic and healing potions, and another copy of the antihypnoticum formula, as well as a scroll that describes the Feylamia.



In spite of your best efforts, nothing you do can move the bed.


…Clothes.

…Sure?


Just random stuff, some silver necklaces, a black key, and a pair of pliers.



Just the latrine.

THEY’RE JUST THERE FOR DECORATION. LEAVE THEM ALONE.

Yes. You found everything there is to find down here.



Using his pliers, Hal pulls the nail from the wall without damaging the ornament. Beneath it, a large opening becomes visible that might just possibly be a keyhole.

After a short examination, Hal’s character puts the black key into the lock and turns it. You all hear a soft clicking sound…

As you try to examine the wall, you can’t find any resistance—the door is just an illusion!


You find yourself in a tomb…

With a familiar grate covering the entrance.








Well you CAN’T. It’s made of a solid block of stone.

It’s too heavy. It’s made of solid granite.












For some reason, little animations play when you equip certain items, but only if you do it through your inventory. They change based on gender, but not for any other variation.


The door is locked, and no one answers your knocks.

You throw yourself against the door, which flies into the house with a loud crash. When you charge in, the supposed Servant of Boron is busy getting out from under the smashed door that seems to have hit him at nearly the center of the room. The two demons standing around him, on the other hand, appear to have been missed by the door entirely.





A guide in how to kill a pair of unkillable demons, as well as their druid master who appears at the beginning of the second round (which is why I had the frontliners waiting there for him to show up). Remember how I said that combat ends once all enemies are incapacitated? Here’s where picking your spells ahead of time really comes up as important.
In particular, the spell Bambaladam works much like the Charm spells of D&D fame. And if your only exposure to Charm Person comes from computer games, let me explain: becoming friends with the opposing side doesn’t mean you switch sides, it means you stop attacking anybody. This also counts as incapacitated for the purposes of ending the combat. Unfortunately, it’s also Touch range, which involves getting perilously close to the enemy.
The spell I almost cast is Somnigravis, which puts enemies to sleep. It can be cast at range, but sleeping enemies don’t count as incapacitated.
Also, the only spell the Druid managed to cast successfully was probably Lightning, which sounds like it should work like Fulminictus does. However, Lightning works more like a flash-bang; the target is blinded and cannot take any action for at least one round following.



Not for lack of trying. You guys have pretty good magic resistance. Do you take any of the late gravedigger’s stuff?

Don’t know why, but okay…


Somewhat sheepishly, the priestess thanks you. The revelation appears to have been a bit much for her. She tells you that she’s going to notify the city’s guards to handle the rest from here.

She doesn’t have one.

It leads into the main plotline, trust me. But for now, you guys are done with this quest. And it seems like a good place to end tonight’s session.


