Muna |
"From what I could gather, I believe the Sand Scorpions and the Sunrise Fellows might present the greatest challenge for the rest of you. And I just don't like the Daughters. It's not because I am jealous either. I just think those twins are full of themselves."
Patros Therinor |
Patros passes on what he heard on his trip through the market.
Without knowing a whole lot about them, I would not want to come against the lot of rogues or the band led by the Ulfen woman...they can be pretty brutal I am told. Shall we head for the lottery then
GM Skipper |
In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.
Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they'll likely face in the necropolis .
The ceremony begins when high priestess Sebti rises to her feet and looks over the crowd. Sebti seems surprisingly young to hold such a distinguished position, but she has a confident air of authority.
"Let the lottery begin! Although many of you have requested specific sites to explore, we must leave these matters to fate. The Lady of Graves is a far better judge of destiny than we of this mortal sphere. The gates of the necropolis will open at sunrise tomorrow. Use this evening to prepare yourselves for the task ahead. Let these rules guide you in your endeavors in this holy place: remember how this came to pass, every slave's hut is a memorial, and honor the departed. May you go with the Lady's blessing."
Sebti returns to her seat, and the two acolytes accompanying her each draw a wooden token from one of the urns on the table. The first token identifies the adventuring group, while the second token determines which tomb is assigned to that group. After a few assignments, a token with the Glyph of the Open Road is drawn, and you are summoned by an acolyte.
"Ah, yes, the Pathfinders. You have been assigned the tomb of Akhentepi, which in fact predates the Plague of Madness. Good luck, and remember to abide by the rules."
Slides have been updated, including the map of Wati.
Muna |
Considering the instructions, Muna says, "We best be careful not to initiate any conflict with the other adventurers if we want to keep our access."
She tries to remember what she can about Akhentepi.
knowledge(history): 1d20 + 8 ⇒ (10) + 8 = 18
Patros Therinor |
{b]I think we should double check our supplies and get a good night's rest...and be on our guard. I don't trust a few of these groups.[/b]
buying a short bow with 20 blunt arrows and 20 regular and another vial of holy water.
Rathh Gnatstrain |
Rathh seems most interested in the rules they need to abide by.
"I shall require a full list of all rules, regulations, and relevant statutes you have referenced," he says, apparently ready to review them with a fine-tooth comb.
GM Skipper |
Muna does not recall ever hearing of Akhentepi before.
Rathh has a long and delightfully pedantic exchange with a bespectacled acolyte, resulting in a thorough and specific elaboration on the rules, signed in triplicate, of course.
If any else has any last minute shopping or any other business, now's the time.
Yeshre |
"I agree with Muna, but I would ask for a step further. If possible, we should attempt to peacefully diffuse any conflicts that do arise. Even if instigated by the other group."
Yeshre discusses what she knows of the history of Osirion with Muna, trying to figure out who or what the Akhentepi was.
Knowledge(History): 1d20 + 5 ⇒ (11) + 5 = 16
"Let's get some food and sleep. It may be the last restful night we have for a little while."
Xanac Candledark |
I'm ready. I've already done my shopping.
Laureglyn |
"I have nothing further I wish to purchase.. I am ready to proceed."
GM Skipper |
Yeshre has also never heard the name before.
The next morning:
The opening of necropolis gates at dawn is with a surprising lack of ceremony, but the air is electric with excitement from both the assembled explorers and the throng of townsfolk here to gawk.
The trek across the necropolis is uneventful (perhaps the sudden influx of armed people have the "locals" cowed), and you find your destination with esse. A rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.
There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that the doors were meant to be sealed permanently and not intended to be opened again.
Xanac Candledark |
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Muna |
Muna cannot resist the excitement inherent in exploring a facility sealed for so long. She is quite amped by the time they reach the mausoleum.
perception: 1d20 + 8 ⇒ (11) + 8 = 19
She tells the group what she sees.
Laureglyn |
perception: 1d20 + 3 ⇒ (10) + 3 = 13
"Well, hopefully the seals did their trick and they haven't been opened since he was interred... now we have to get in though. Did anyone bring a crowbar perhaps?"
Yeshre |
"This would be an embarrassing place to be stopped."
Knowledge(Engineering): 1d20 + 1 ⇒ (1) + 1 = 2
"I bet those doors will just slide right open though. Old stone tombs like these are known for having easy-open mechanisms."
Laureglyn |
Laureglyn sighs and starts clearing out sand with his hands... "We could always go back and buy some shovels.. and buckets .. if we need to..."
Rathh Gnatstrain |
Rathh breathes heavily despite not having exerted himself yet.
"Asmodeus notices all details, and someone has broken in here before. With a crowbar, for that matter," the cleric says as he points out the point of entry.
"Who is going to clear this sand away?" he asks.
perception: 1d20 + 8 ⇒ (19) + 8 = 27
Patros Therinor |
Ahh, good eye, Rathh. Perhaps I can use my buckler as a makeshift shovel... Patros says as he unstraps the small shield from his arm. He then sets about digging sand away from the doorway.
Watch my back...
GM Skipper |
Laureglyn Patros break a sweat clearing out the sand, and they rest of you join in to pry open the door. (None of you have a crowbar or similar tool listed in your equipment, so it'll be a team effort to beat the DC 25 Strength check)
Beyond the doors a rectangular room lies empty save for some engravings and fixtures upon the walls and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.
Laureglyn |
"No clue... they're not just pretty little drawings?" Laureglyn looks about cautiously after casting detect magic.
perc: 1d20 + 3 ⇒ (7) + 3 = 10
Rathh Gnatstrain |
knowledge religion: 1d20 + 5 ⇒ (18) + 5 = 23
Rathh studies the inscriptions and depictions. "Pharasma here," he says. "Though this one is Anubis, the ancient Osirian god of burials and mummification. I cannot decipher the language, though."
Muna |
Muna says, "Well it makes sense that gods of the dead and burials would be represented here. I cannot read that either unfortunately."
She looks around.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
If anyone has linguistics I will cast Guidance on them to read.
Xanac Candledark |
"Studying a language is much like escaping a prison. One merely needs to know where to find the keys, and to resist the pull to trap yourself," Xanac says as he looks over the hieroglyphs and tries to puzzle them out...
Linguistics, guidance: 1d20 + 10 ⇒ (12) + 10 = 22
...and sighs and shrugs as he can't quite manage. "Well, nobody ever said learning Ancient Osirian was easy for we foreigners. Nonetheless, a worthy challenge."
GM Skipper |
You find neither traps nor magic auras. You are however quite sure that the way forward is past the stone wheel.
It's time for another strength based group effort. It's not hard, but I'll need to know who's where and doing what. I've moved the icons of those of you who have made checks concerning the interior into the tomb on the map.
Laureglyn |
"Seems we need to move this wheel... perhaps turn it? Is there anyone proficient with traps before we attempt that?"
Xanac Candledark |
I abstain from the Strength check - with a Strength of 7, I'd likely hinder more than help.
Laureglyn |
str assist, dc 10: 1d20 + 1 ⇒ (12) + 1 = 13
GM Skipper |
Kaleless: 1d20 + 6 ⇒ (1) + 6 = 7
Laureglyn: 1d20 + 3 ⇒ (9) + 3 = 12
Muna: 1d20 + 8 ⇒ (3) + 8 = 11
Patros: 1d20 + 5 ⇒ (20) + 5 = 25
Rathh: 1d20 + 8 ⇒ (16) + 8 = 24
Xanac: 1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 8 ⇒ (5) + 8 = 13
Yeshre: 1d20 + 8 ⇒ (11) + 8 = 19
Kaleless: 1d20 + 4 ⇒ (10) + 4 = 14
Laureglyn: 1d20 + 3 ⇒ (3) + 3 = 6
Muna: 1d20 + 2 ⇒ (3) + 2 = 5
Patros: 1d20 + 6 ⇒ (4) + 6 = 10
Rathh: 1d20 + 3 ⇒ (9) + 3 = 12
Xanac: 1d20 + 2 ⇒ (19) + 2 = 21
1d20 ⇒ 7
Moving the wheel is just a matter of having a high enough combined Str score among the 4 characters who can work on it at once.
Patros, Kaleless and Laureglyn start to get the wheel rolling, when a dog sized scorpion tries, and to a great extent fails, to sneak into the mausoleum.
Surprise Round
Bold may act
______________________________________________
Xanac, Rathh, Patros, Kaleless, Yeshre
Scorpion
Laureglyn, Muna
Xanac Candledark |
Xanac starts off with a shot from his formidable crossbow.
darkwood heavy crossbow: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d8 ⇒ 1
bolt retrievable on low: 1d100 ⇒ 63
His aim, however, is anything but formidable.
Rathh Gnatstrain |
Rathh hefts his mace as the scorpion rushes the group, and with an accurate blow, smashes it in to the creature's back.
MW Heavy Mace (Silver): 1d20 + 3 ⇒ (18) + 3 = 211d8 + 1 ⇒ (2) + 1 = 3
Yeshre |
Yeshre hears the commotion on the other side of the wall and hops into the air.
"Eep!"
She readies her rapier in case it comes this way.
Ready action. If the scorpion comes through the door, Yeshre gives it a stab.
Preemptive rolls:
Rapier: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
GM Skipper |
The scorpion moves to attack, only to be skewered by Yeshre.
-----Combat Over-----
With the vermin dealt with, you can roll the stone wheel aside to reveal a square room starkly devoid of any markings or adornment. In the center of the chamber's floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.
Yeshre |
Shaking the scorpion off her rapier, Yeshre exclaims, "I'm like a real adventurer now! Stabbing scary monsters and exploring tombs! Guys this is so exciting!"
Yeshre scampers over and looks into the pit. "Ooo what's down here?"
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Sorry! I just realized my little banner thing says my perception is +8. It's 'cause I hadn't made one before, copied Rathh's, and swapped the numbers. I guess I missed that one. It's fixed now.