AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
Kelkzar pauses in his approach and looks at the sculpture, signaling with his hand for everyone to get ready. Straightforward or riddle? Well these were the forces of law..."Zosiel." he replies flatly.
After saying Zosiel, the image fades back into the wall and the chamber grows still. The sarcophagus before you up to this point was completely sealed with no seam showing. As you say the words a bright blue light shines around the sarcophagus lid, fading a few moments later. Looking at it again there now a seam revealing the lid.
AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
Knowledge (Nature)1d20 + 4 ⇒ (2) + 4 = 6 Knowledge (Religion)1d20 + 4 ⇒ (6) + 4 = 10 "Disturbing. There is something very wrong about that box, but I'm not sure what it is. And those horns...they look to be those of the creature that slew Zosiel. I expect we have all sorts of magic here, but let me see."Casts detect magic. Spellcraft1d20 + 4 ⇒ (14) + 4 = 18
AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
"Of course. Guess I have some studying to do to keep my demon lords straight. Shall we see what's inside?" Kelkzar looks for a way to open the box.
Was the Spellcraft sufficient to identify the diadem?
HP 48/48; AC 21+2-1 w/ shield and EP/11-1/20+2 Used LoH(2/5) Used Smite (0/2) Effects: Divine Favor, Bless, Bull Strength, Enlarge Person
Trevor shrugs as it seems he talked to himself: "Nevermind..."
As the coffin is opened: "Were are his remains? Shouldn't we leave his last possession buried with him? What right do we have to pick those, like some low tomb robbers?"
"What Kelkzar said made it sound like he was disintegrated by a demon, so there'd be no body. Remember the pictures on the walls downstairs? The war between demons and Bralani? I think these things belonged to the duke, and were left here for other people to use in the war."
The haunted look in Quintus' eyes that had been absent for the past couple of days returns. "Aren't we? Oh, no armies marching around, but every one of us was called from--from whatever we d-did be-, before--by the hands of the Gods, and I have to think it was for a reason. The things we've learned about what's happening here, and we've only started to look...yes, Trevor, we are at war."Goddess, keep me from fighting evil the wrong way...again. The cleric's hands tremble and he clasps them together, as if trying to hide it.
AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
"I agree with Quintus, there's a reason we're here. And leaving the items now with no guardians is sure to see them fall into someone's hands before long." Kelkzar attempts to open the box.
Kelkzar breaks open the box and inside is a long handle attached to an adamantine loop. When detect magic is used on it, it radiates strong transmutation magic.
Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0
"We dare not reveal that we found that to anyone except our benefactor. And certainly not sell it. It is a talisman of great power indeed.
After taking a few more minutes to absorb the details of the room (should they be important later), Rauno will ask Do we need to return to town for anything? I'm inclined to investigate more of this tomb complex now that we know its true nature.
"I've used up most of the Dawnflower's grace for the day, but I still have my sword. Let's go on." As the party leaves the cenotaph room, the priest turns one last time to look at the sarcophagus. Rest well, Your Grace. With the Gods' help we'll do what we have to.
Recap for this room. The rotating sarcophagus was moved to the Yellow lantern alcove and a small chamber that would fit a person rose up out of floor. You decided to turn it again, the chamber went back down and the green alcove floor broke and creatures came out. You investigated down below finding the red lantern and have explored anything else yet.
You head back down to the "False Tomb" room with the lanterns. A couple of you push the sarcophagus clockwise and it "clicks" on the blue lantern alcove with nothing happening. Searching around you find no change so you decide to push it again. It rotates again, stopping with click on the Indigo alcove.
Like the yellow alcove, a small chamber rises from the floor with doors opening. The chamber isn't empty this time, numerous crushed bones and some moldy clothes are on the floor inside the chamber.
Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0
"Yes, that looks potentially... unpleasant. I propose an experiment. Let's put something in there, a full waterskin perhaps, and rotate the sarcophagus away from and back to Indigo. That may tell us a bit more of what is happening below without risking one of us."
AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
"That is a good idea Rauno. Anyone have a waterskin they don't mind using for this? I seem to have forgotten mine, but we could use my shaving kit."How the hell did I get a shaving kit, but not a waterskin?
HP 19/29 AC 17. Non-mutagen: AC17/14/13;F:+5 R:+7 W:+0 Mutagen: AC 20/15/15; F:+5 R:+9 W:-1
"I am still in pretty bad shape, and our magic and my alchemy are largely depleted. I think it would be prudent to camp and recover before we explore anything new."
"I have one. Quintus passes over a partially-filled waterskin.
Trevor:
At some point on the way back to the chamber with the lamps, Quintus motions you over near him. He says quietly, "If you're worried about grave robbing, I think you can rest easy on that score. As we were leaving I wished the late Duke well in my mind, and just then I felt a breeze on my face. Somehow with that I knew that we were meant to have those items. But keep asking those questions. The worst thing in the world is to cause evil from trying to do good the wrong way. Trust me on that." The priest smiles, but for a moment the haunted look comes back to his eyes.
You place the waterskin in the chamber, ready to pull your hands out if anything happens, but nothing does. You push the sarcophagus all the way around. None of the other alcove except yellow have a cylinder and nothing else happens. When you get it back to indigo, you see the waterskin is crushed like the bones and clothes.
You search it and realize the chamber isn't really a chamber at all, the top and sides just slide down crushing everything inside. (as opposed to the yellow chamber which the whole thing moves up and down.)
Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0
Rauno joins Rowena in examining the remains, but for a slightly different purpose. Can he tell if any of the remains are children, perhaps more from the village? Heal 1d20 + 0 ⇒ (14) + 0 = 14 Anything unique that may provide closure to a family member if we find them in or around town?
If he determines that some may be, he'll suggest they bring them out for when they are ready to leave to offer them a proper, if anonymous, burial.
HP 48/48; AC 21+2-1 w/ shield and EP/11-1/20+2 Used LoH(2/5) Used Smite (0/2) Effects: Divine Favor, Bless, Bull Strength, Enlarge Person
"Is that it? What do we do next?" Trevor has lost interest at some point. He hangs around to help moving the dial, but it looks as though his feet have started to hurt again.
AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
"Let's check out the chamber that comes up when we move it to the yellow lantern. Indigo is a trap. Green was broken, but revealed that area we explored initially. Unless Yellow is another trap, it must take us somewhere."
OK, rotate the sarcophagus to the yellow alcove and the chamber pops up. You search the chamber carefully and discover no traps. Only one person can enter at a time, who will go first
AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
"Well, it looks like waterskins are safe at least." says Kelkzar with a light chuckle. "I'll go ahead and take the next ride down after you Rowena, unless you and Lessien want to try to scout ahead of the rest of us a little first."
AC 18/11/17, HP 50/51, F+7 R+3 W+7, Init +3, Per +15
"Why don't I head down after Rowena then. After that, you, Rauno, Quintus, and have Trevor come last. We'll wait to scout until we are all down. Sound good?"