Olivert Pythareus - Renheim |
The handsome Shelynite guitarist pulls out a small mirror from his backpack with barely any hesitation and holds the reflection in the indication direction. "What?" He shrugs in an I-can't-help-it sort of way. "To look good in a performance is to enhance it. To not have a mirror is against the teaching of the Eternal Rose, I say."
DM Vayelan |
A brief golden glow fills in the reversed inscription upon the door before, with the groan of ancient stone, it slides down into the mastaba base of the palace. A thin plume of dust escapes like an exhalation from the now-revealed interior.
You step into the main court and find it to be two stories tall, raising to a corbel arch at its peak. Balconies running along the upper floor look down upon the main court hall. Three-foot-high steps line both the north and south sides of the court, leading up to raised platforms.
The north platform is lined with ten 15 ft. tall columns, carved into the alternating likenesses of giant men and women. The south platform is half as wide and has no columns, but there are five archways at the back of the platform leading to other rooms. A sixth archway seems to have collapsed.
Towards the rear of this chamber is an open, square pit in the floor and, a short distance behind the pit stands a 10 ft. tall clay statue of a bestial, naked man who appears to be half-monkey.
I've updated the encounter map.
DM Vayelan |
The immense statues of forgotten hero-gods are carved from single slabs of the same quarried stone that was likely hewn upriver and floated downriver by barge in ancient times to construct this palace. They are integral to supporting the upper level of the structure, so damaging them could be catastrophic.
The statue of the strange monkey god at the far end of the hall, on the other hand, is sculpted from terracotta. A quick examination suggests that it may be at least partially hollow.
The pit opening before the terracotta statue descends about 20 feet, but rather than ending in some bed of spikes, it instead opens onto a larger chamber within the next level down. From the light filtering down into the shaft, you can see heaped piles of bones upon the floor below.
Mia Ravenlock |
I can have a look, though I wouldn't say I am, uh a treasure hunter or the like. Mia says in response to Dargys. She will move over and help with inspecting the statue.
take a 10 for 23?
Varr Stormforge |
Perception: 1d20 + 13 ⇒ (17) + 13 = 30
"Aye, step back, step back." Varr said. "If there's anything valuable hidden in there then I'd like a look." The dwarf approached with a critical eye...
DM Vayelan |
You give the statue a thorough examination, but you find no signs of hatches, hinges, or seams on the massive figure.
Through a combination of your knowledge, crafts, and professions, you piece together a hypothesis that this statue is an example of a ritual tradition where a sacrificial animal - or even a person - is sealed inside of a statue or structure as an offering. Material offerings or grave goods may have been interred inside the statue with this sacrifice, but there is no guarantee what you might find should you decide to break it open.
...
Furthermore, besides the pit shaft leading down to the lower level, the columned arcade along the western edge of the great hall leads to a corbel arch with a hallway running towards the back half of this level of the palace.
Varr Stormforge |
"Aye. But let's break it open first. Anything organic inside would have long ago decomposed, and there may be something valuable within. So, stand back..." The dwarf said, as he raised his weapon.
DM Vayelan |
The passage of uncounted centuries, accompanied by the creeping moisture of the surrounding swamp and forest, has taken its toll upon the terracotta statue. Hence, it only takes a couple whacks from Varr's waraxe to split asunder a large cleft in the statue.
Stale air wafts out. Peering inside, you find the mummified remains of a monkey interred within the statue for ceremonial purposes, the meaning of which have been lost to time. Several pieces of electrum jewelry - bracelets, a necklace, and a small tiara - have been placed upon the mummified animal as part of the ritual.
Dargys |
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The wizard sees if there is magic on the items. "I am with the dragon. The dead should stay dead. Is better all around that way."
Spellcraft if they are magic, ifthat helps to identify 1d20 + 13 ⇒ (13) + 13 = 26
And for the next item 1d20 + 13 ⇒ (20) + 13 = 33
And the last1d20 + 13 ⇒ (4) + 13 = 17
Mia Ravenlock |
wait, you think... you think that they might not all stay so... natural? Mia stutters a bit at the mention of the possible dead arising.
Mia will follow behind the others though, ready to be in and out before something proves her fears right.
Varr Stormforge |
"Eh. The dead are just full of magic, aye? A few good swings of an axe or hammer makes them re-dead." He said, as he collected the jewelry. "Now, I'd never...well, usually wouldn't, rob the dead of me own people, ye know? Is it hypocritical. Aye. I know it is. But that's just emotional attachment. For something like this? These pretties don't do anyone good down here, and the people who'd really care are long gone. 'aint nobody going to be crying about their ancestors when they be gone too. So let's put it to good use to make sure that our own people don't starve." He finished, rationalizing his actions to himself as much as he was to the others.
Dargys |
"Indeed. Sentimentality has it's place, but we must work for the good of the living, not the dead. Besdies, you are only dwarf here. Better you gather any dwarven relics we find than a non dwarf, even by dwarven beliefs, no?"
Varr Stormforge |
Varr laughed ”Haha! I like ye. But case by case basis, aye? Like with all things. Important relics should be treated as such. Gold, gems, jewel encrusted loin cloths? We can divide those out on a fair basis.” He said with a grin.
Dargys |
A grin back, tusky though it is, "True. And for myself, and I am not alone in this, but knowledge we could find on this is also a treasure." He admits more soberly, "The engineering alone we've seen is amazing."
DM Vayelan |
Perhaps tragically, none of the jewelry interred with the mummified animal register as magical to Dargys' attuned eyes. If there is a silver lining, besides of course the value of the ancient jewelry itself, it's the fact that the mummified mummy is entirely dead, and not just mostly dead. The creature does not come leaping and shrieking at you with claw-like fingers. Whatever ritual was performed during the interment has kept the body at peace.
The two bracelets are worth 50gp each, the necklace is worth 100gp, and the tiara is worth 200gp.
You have three options to progress: you can explore the rear half of this level, find a way to the upper level, or descend the pit to the lower level.
Varr Stormforge |
"No magic? But its worth gold. And aye, lets check the back half. One level at a time. Do this thoroughly and organized."
DM Vayelan |
You round a corner down the narrow side hallway and enter a cluster of ruined chambers that terribly show the torture of passing centuries.
P7
The whole southwest corner of this room has collapsed, leaving a 2 ft tall heap of rubble all along that corner that slopes down into a hole roughly 10 ft wide broken into the floor. The rest of the room is littered with broken, rotten furniture in such shape that their original forms and functions are now unrecognizable.
P8
There are piles of broken slate and moldy wood along the walls of this room and a char-filled fire pit in the center of the room. There is a also circular hole in the ceiling above the fire pit and a jagged scar of a hole in the ceiling over the debris. Dead vines dangle from the holes halfway to the floor.
Please make Perception checks as you enter this new area.
Claudia von Reegan |
Perception Claudia, Sargon: 1d20 + 10 ⇒ (5) + 10 = 151d20 + 8 ⇒ (3) + 8 = 11
Claudia had been quiet, taking in the scene.
"Fortunate that anything had remained, even if small in number thus far."
Dargys |
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With plague by his side, it helps, but the wizard doesn't claim to be the most perceptive.
Dark vision though so that's nice, perception: 1d20 + 2 ⇒ (20) + 2 = 22
But this time, he gets a GOOD look, it seems
Claudia von Reegan |
Claudia reaches for her bow at Dargys' warning.
"Likewise, i am certain i heard something chittering over in the other room. What do you want to deal first, the walking dead, or vermin?"
Varr Stormforge |
”Hard. But I say the dead ones. Make them dead again and the bugs may eat them. Distract them with a good meal and they leave us alone, aye?” He shrugged. ”Worth a shot, I’d say.”
DM Vayelan |
Around the corner, you hear the zombies rise to their feet and, with creaking joints and groaning sinews, shamble closer. You will have a scant few seconds before they round the corner.
Zombies Initiative: 1d20 ⇒ 12
You have one round to prepare buffs and ready gear before engaged by the zombies and combat fully begins.
Varr Stormforge |
Legacy Weapon (Su) As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
This gives +1 enchantment bonus and undead bane for 1 minute
I had magic weapon up which lasts for 6 minutes and shield of faith which lasts for 6 minutes. Are either of them still up?
Varr gripped his axe with both hands in preparation for the fight to come. The blade glowed a soft blue, as it was filled with energy that would disrupt the necromatic power that imbued the walking corpses.
Dargys |
With Dargys it's that Shield spell
The wizard steps back to let more war like types take the lead against the undead, for he is a lowly wizard... who shoots fire, yes, but he is how they say in the great canal city ' fra giley'.
Claudia von Reegan |
Claudia casts protection from evil on herself, raising her sword and shield.
AC to 22.
DM Vayelan |
Five corpses come shambling out into the wide passageway. The bodies are incredibly desiccated, and an untrained eye might easily mistake them for mummies. Twitching and lurching, the come slowly within arms' length and reach for your necks.
The zombies, due to their Staggered trait, can only take a single (move) action on their turn. Go ahead and take your first full actions.
Dargys |
"Sign is given" The wizard tells the dragon
But also lets loose burning hands to get as many oncoming undead as he can
Burning hands, DC 15 Ref for half, evocation bonus to dmg included 5d4 + 3 ⇒ (3, 2, 4, 1, 2) + 3 = 15
Sargon the Dragon |
Sargon breathes out, trying to catch multiple targets.
Lightning breath, 60ft line, Reflex 15 for half: 3d4 ⇒ (2, 3, 3) = 8
GM, a breath attack can be used every 1d4 rounds. How would you handle this? Roll a d4 once as measure, or d4 after every time used?
Mia Ravenlock |
Mia takes the chance to assume her first wildshape of the day to assume the form of an earth elemental. Noticing the others are keeping at range, she stays near the front but produces a small burning flame in her palm before hurling it towards one of the shambling creatures.
produce flame: 1d20 + 8 ⇒ (1) + 8 = 9 vs touch
damage: 1d6 + 5 ⇒ (1) + 5 = 6 fire
AC is currently 26
Varr Stormforge |
Hit: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage: 1d10 + 13 + 3 + 2d6 ⇒ (10) + 13 + 3 + (2, 6) = 34
Confirm: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d10 + 32 ⇒ (4, 5) + 32 = 41
Going to go on a limb here and assume that kills a zombie
Varr moved forward to the closest corpse. His axe glowed as he brought it back and around, decapitating the foe.
DM Vayelan |
For breath weapons, I would say roll a 1d4 after use, and that's how many rounds until it recharges.
With the area effect spells being employed, I regret not using the battlemap for this fight; I figured it wouldn't be a very long fight.
Zombie Reflex vs Burning Hands: 1d20 ⇒ 11
Zombie Reflex vs Burning Hands: 1d20 ⇒ 4
Zombie Reflex vs Burning Hands: 1d20 ⇒ 1
Breath Recharge: 1d4 ⇒ 4 = 4 Rounds
Zombie Reflex vs Breath: 1d20 ⇒ 19
Varr pulverizes the cranium of the zombie accosting him, leaving it to crumple into a tangled heap of limbs at his feat.
Dargys incinerates three of the zombies in a surprisingly powerful conflagration.
Sargon grows frustrated as the last undead foe suddenly seems to be nimble only when lurching out of the way of his electric breath. At least he does manage to zap it, even if only slightly.
Likewise, Mia finds disappointment as she stumbles and lobs her ball of flame too high, causing it to explode harmlessly against the ancient brickwork behind the last target.
Only one (wounded) zombie left. Can Olivert or Francoix finish it?
DM Vayelan |
Olivert and Francoix finish off the last zombie, then move to guard the passage at your back, lest some other horror attempt to sneak up from behind.
You can still hear the chittering of the overlarge insects around the corner. The sound grows closer, more insistent as the creatures sense that there are now corpses to devour.
Varr Stormforge |
"Well then, time to feed the beasties." Varr said. "Let's back up. Let them eat, see if they leave. If so, it'll save us some effort."
Claudia von Reegan |
"Must be some seriously big and disgusting vermin, for this putrid meal."
Claudia takes distance, alongside the others.
DM Vayelan |
You take cover just in time to hear a sudden rush of the enormous centipedes stampeding across the hallway to descend upon the dispatched zombies. Based upon their haste, you can only imagine how long the monstrous insects have been waiting for the chance to feast upon those walking corpses, if only they would stop fighting back.
After a couple minutes, you are satisfied that all the centipedes have migrated and that the way is safe for you to progress.
P8
The room the centipedes vacated appears to be a kitchen. There are piles of broken slate and moldy wood along the walls of this room and a char-filled fire pit in the center of the room. There is a also circular hole
in the ceiling above the fire pit and a jagged scar of a hole in the ceiling over the debris. Dead vines dangle from the holes halfway to the floor.
P9
Adjacent to the kitchen is some manner of shrine. Wooden and stone debris is scattered on the floor of this room, around the smashed remains of a stone statue of a lion.
P10
Finally, in the northeastern corner of this area, you find a room littered with furnishings rotted beyond recognition, save for a wooden chest.
Varr Stormforge |
Religion Aid another : 1d20 + 4 ⇒ (1) + 4 = 5
”Any idea what they worshiped? Easier to put a price tag on what we find if we can do that.”
Perception on the chest: 1d20 + 13 ⇒ (13) + 13 = 26
Wary of the chest, Varr searched for any dangers before opening it.