GM Bold Strider |
@Hogan: Leading the way down what corridor?
Starting from the doorway that you just entered, you begin your search of the curtained alcoves in a counter-clockwise fashion.
The first alcove reveals a red marble and jade basin filled with water. At the bottom of the basin, there is a quintet of tiny holes that lead down into an orb shaped addition crafted into the basin. The etchings around the rim of the basin are worn down and hard to read, but you can tell that this is a small memorial to one of the more ancient ancestors of the tomb.
The second and third curtains are parted and reveal corridors to lead to other part of the tomb.
The fourth curtain hides a statue of a small white granite child looking wistfully in the direction of the fifth curtain's alcove. In the wall of this room, you can see that a hole has been cut into the wall, shaped into a window of sorts that allows you to see a black marble statue of a young woman, her arms extended towards the child. The daises that hold these two statues are ringed by white, ever-blooming lilies and a soft light emanates from small etchings in the ceiling.
Crossing over the set of locked doors, the sixth alcove is revealed to contain a proud bronze statue of a warrior. His face is obscured by a mask of Anubis and his hands hold a bronze heavy flail that appears to have a working chain. Dwizzle, in his curiosity, pushes the hanging spiked ball and the chain allows it to swing back and forth, giving off a slight creaking sound.
The seventh and eight alcoves contain nearly identical monuments as the seventh bears an inverted silver-hilted longsword buried halfway down the blade in a marble sculpture of a tree trunk. The eight bears a golden-hilted longsword buried halfway down the blade into an actual tree trunk, seeming uprooted and somehow fossilized.
The ninth curtain reveals a third passage to another part of the tomb and the final curtain is revealed to show a familiar sight: an altar to Pharasma. The altar is crafted from fine white marble and the eyes of the Mistress of the Boneyard is made from pure black obsidian.
Seherab Menedes Glyphkeeper |
Knowledge (geography): 1d20 + 7 + 1d6 ⇒ (7) + 7 + (4) = 18
Seherab diligently takes notes on each of the shrines. At the last one he says, "At least Lady Pharasma still has some sway down here, seemingly. I hope we can restore it completely and rid this place of undeath soon."
"Now, let's go see what's down there." Seherab puts his pen and journal away and pulls his sword back out to join Hogan at the first corridor.
Dwizzle |
Dwizzle looks on with fascinated eyes as each curtain is pulled aside and the majority of alcoves each seem to contain a novel discovery.
"Hey! This feels like it should be some sort of contest - guess what's behind the next curtain! Is it a basin? A sword-in-a-tree?"
Dwizzle backs away from the spiked ball after he learns the chain fully functions, once again realizing he was this close to allowing his curiosity to unleash some horrific deathtrap.
Any insight into the quintet of tiny holes and the basin? Just normal religious stuff?
Know (religion): 1d20 + 6 ⇒ (19) + 6 = 25
Shrugging, Dwizzle's mind continues to race at the religious implications of each alcoves' contents as he rushes ahead to catch up with Hogan and Seherab.
GM Bold Strider |
Dwizzle puts his hand into the basin of water and finds that the water seems to be coming out of a pair of the holes, while another pair of holes seems to be drawing water down into the alembic at the bottom of the altar. The fifth hole is a mystery and doesn't seem to be doing anything obvious.
After Dwizzle has thoroughly investigated the various alcoves, Hogan leads the party to the northwest. The group finds a room of interest to those wanting a greater understand of burial rights.
Carvings of somber women and vulture-headed angels adorn the walls of this chamber, and the smell of cedar, onions, and myrrh is overwhelming. Viscous amber fluids fill glass reservoirs, while stone bins of sand, sawdust, and salt crowd the floor. Hooks, knives, and other grisly-looking tools are neatly stored on several worktables along the walls.
Seherab Menedes Glyphkeeper |
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Seherab holds up his hand for silence. He points to one of the shelves and then taps on his ear. He slowly approaches it and, once everyone is in position around it, pulls it open.
GM Bold Strider |
As you pry off the stone door, you find that it was sealed shut long ago and inside you see that there is only a weak ghoul left in this area. The corpse must have turned when the ki pulse ran through the area, however the lack of access to food and movement seems to have crippled the ghoul making it easy for you to dispatch.
As Hogan smashes its face into pulp, you see that it is wearing a magical breastplate +1 Breastplate.
Hogan Stonebrother |
Satisfied with his work though also a bit disappointed that it took no effort, Hogan stows the armor on his back and moves to the next corridor. Map Updated, West.
Seherab Menedes Glyphkeeper |
Seherab breathes a sigh of relief that for once they weren't on the verge of death after a run-in with an undead fiend. He moves along counter-clockwise to the next corridor and slowly leads the way, checking for traps or anything unusual.
Perception: 1d20 + 14 ⇒ (16) + 14 = 30
GM Bold Strider |
Half-walls and heavy curtains divide this room into a network of small apartments and common spaces. Colorful linens, faded with age, lie neatly folded at the foot of each bare bed, save for the far end of the room, where rich silks and pillows cover a bed surrounded by a mess of discarded books and notes.
Living visitors to the Sepulcher of the Servant with long-term business in the mausoleum were housed in this chamber. Intended to provide a sense of sedate normalcy, the individual apartments lack the opulence common to the tomb, instead resembling quarters in a modest inn. Curtains running to the ceiling allow each room to be closed off, while a hearth and table in the room’s center provide a common space for preparing and taking meals.
This area seems to have become a mess of scribbled notes, half-finished food, and discarded clothing. Next to the mess, you see two preserved corpses of women laid on the beds. They are dressed in fine Taldan silks and Osirian jewelry, complete with Calistrian adornments worth a total of 2,400 gp.
Seherab Menedes Glyphkeeper |
"This is quite an interesting find." Seherab notes as he looks over the corpses. "But we can not take the time to investigate too closely right now. Let's continue."
It looks like there is a passage to the south. Let's follow that.
Seherab leads the way, checking for traps along the way. By the way, Seherab does have trapspotter as well for an automatic check within 10' of a trap but I'll keep rolling as well when I specifically say I'm looking.
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Dwizzle |
"What a tremendous find! Funds for our fight against the evil that lurks in the dark!"
Dwizzle scoops up their latest finds into the party's haversacks.
He follows closely behind Seherab and Hogan before realizing something.
"Oh! Of course, we shouldn't all stand so close together... you know, in case Seherab does find a trap, or ward, or pit, or you know, something deadly!"
Dwizzle backs up 15ft, letting the two "front-liners" explore ahead.
GM Bold Strider |
The group thoroughly explores the apartments and finds nothing more of value as they see their only options being the set of double doors to the south and the winding staircase.
The massive double doors to the south are locked, and have an arcane lock on them (CL 8th; hardness 9, hp 60, break DC 38, Disable Device DC 40).
Ankhef Glyphkeeper |
"Unless we want to make enough noise to awake those dead enough to slumber through all the action so far, I suggest we make our way down for now."
GM Bold Strider |
The group descends down the narrow staircase, following the many twists and turns until they hear the gentle sound of lapping water.
This sound makes sense once the group find the next chamber, seeing rippling waves against the edges of a tiny replica of Wati. The floor is covered in sand, and tiny stone replicas of buildings and streets fill most of the gallery, creating a room-sized map of Wati. A stark black pillar rises from the center of the room.
The city sprawls through most of the room, with a model “desert” surrounding all sides and a fountain shaped like the confluence of the Asp, Crook, and Sphinx rivers, creating a serene masterpiece few in the city above even know exists. The ceiling in this room is 50 feet high and the black pillar is 30 feet tall. The sand and water extend down 2 feet to the chamber’s stone floor. You notice that the general layout is accurate, the map is woefully out of date.
The black pillar stands in the location of the Grand Mausoleum and appears to represent Pharasma’s Spire in the Boneyard, atop which all mortal souls are judged for their deeds in life. Perched atop the pillar, you see a foul creature that resembles a gargoyle, but its body seems to be made of living, dark purple crystal.
DR 10/adamantine or good; Immune cold, death effects, disease, energy drain, poison; Spellcaster with an affinity for Necromancy.
Resistance against acid, electricity, and sonic; Spell Resistance; Melee attacks deal negative energy damage and can drain the life force from enemies (energy drain).
From the purplish gargoyle, you hear a voice creak out. "Leave my sanctuary at once. I won't ask again." it says, the voice gravelly and ominous.
A Swim check would be needed to cross the water. DC 10
Seherab Menedes Glyphkeeper |
Knowledge (planes): 1d20 + 8 + 1d6 ⇒ (1) + 8 + (6) = 15
"Interesting place," Seherab mumbles as he looks at the model city. When the gargoyle speaks out, Seherab calls out, "Apologies! We did not mean to offend." I hope Dwizzle can convince this thing to let us pass.
Diplomacy aid: 1d20 - 1 ⇒ (17) - 1 = 16
Dwizzle |
Dwizzle stands for a moment, mouth agape as he observes the replica model of Wati.
"That's the Asp! And that there is the Crook! Oh, I believe that makes that river the Sphinx!"
Dwizzle continues mumbling to himself or nobody in particular.
"Ahhh... the pillar must be Pharasma's Spire, judging mortal souls for their deeds. I'm quite certain all of us dwarves would be quite worthy, given our efforts to stem the tide of undead plaguing Wati. Pharasma, you know..."
As the gargoyle animates and speaks, Dwizzle shakes his head and re-orients his attention after a moment to process.
"Oh, greetings there, good Gargoyle! Please, I am Dwizzle Dandydweller and these are my four, errr.. three good dwarven allies!"
Dwizzle bows low, earnestly professing much respect for any stranger that gives him the time to greet him/her/it.
Diplomacy (w/touch of glory + one aid): 1d20 + 10 + 5 + 2 ⇒ (5) + 10 + 5 + 2 = 22
Assuming the gargoyle gives us a chance to continue on...
"I don't suppose you've seen anything that could say, be offending our dear Lady Pharasma, say... an endless stream of undead minions wandering up towards the surface above?"
Ankhef Glyphkeeper |
Know:planes: 1d20 + 5 ⇒ (15) + 5 = 20
Ankhef taps Dwizzle on the shoulder and gives Dwizzle a look with a pair of closed fists.
bluff DC20 to pass complex secret message: 1d20 + 15 ⇒ (9) + 15 = 24
This creature hates the undead and the living.
Dwizzle |
Squinting, Dwizzle looks across the room, his eyes accustomed to dark places, and seeing no other exits that would possibly lead them down corridors to things they seek.
He turns and shrugs at the others.
"Seems kind of moody? Should we leave it alone?"
Seherab Menedes Glyphkeeper |
"Do we need to go this way? I see no exit from this chamber that might lead us on. Let's go back and open up those doors. That seems our only way forward."
Back at the doors, Seherab looks over them once more, shaking his head. "This magic is too complex for skills. I don't think I can open it. But breaking it down will cause far too much noise. Could anyone use magic to deafen the sound? Then Hogan could break though without alerting anyone within. I think that is our best option unless someone else has a suggestion."
Hogan Stonebrother |
Hogan draws his hammer and strikes at the door as the party is out of options. Hardness 9, 60 hp
Power Attack: 2d6 + 13 ⇒ (4, 2) + 13 = 19
Power Attack: 2d6 + 13 ⇒ (2, 4) + 13 = 19
Power Attack: 2d6 + 13 ⇒ (4, 3) + 13 = 20
Power Attack: 2d6 + 13 ⇒ (4, 3) + 13 = 20
Power Attack: 2d6 + 13 ⇒ (1, 2) + 13 = 16
Power Attack: 2d6 + 13 ⇒ (5, 2) + 13 = 20
Power Attack: 2d6 + 13 ⇒ (6, 2) + 13 = 21
It takes Hogan a little bit of time but he eventually takes down the door.
Dwizzle |
Dwizzle plugs his ears and winces with each successive strike made by Hogan's hammer, choosing to occasionally shout at Seherab during the process.
"WE SHOULD GET YOU SOME MAGIC SCROLLS OR TOOLS SO WE DON'T NEED TO DO IT THIS WAY AGAIN!"
GM Bold Strider |
The loud banging echoes throughout the entire tomb as Hogan hammers home the fact that the last option left is brute force. Get it? Hammer home... ;-)
The revealed room appears to be an antechamber of sorts. It is deathly silent, its vaulted ceiling absorbing any sounds from the surrounding area. A broad walkway leads through, flanked by deep pits. In the center of the walkway stands a quietly bubbling fountain filled with clear liquid. The antechamber of the Sepulcher’s deepest crypt exists for ritual purification. The fountain’s lower basin constantly refills itself with clean, pure water.
The 30-foot-deep pits once burned with cold, colorless flames, but the illusory magic supporting them has faded over the years. Heavy double doors stand at each end of the walkway, adorned in symbols of life and death.
Standing guard near the doors to the south, you see a giant statue of a man with a flail in one hand and he bears the head of a jackal.
Seherab Menedes Glyphkeeper |
Seherab nods at Ankhef's conclusion. "Indeed. So much of the symbolism here is against undeath... and yet we have our current problem. Let's keep going though."
Seherab moves up to the next set of doors, checking for traps and trying to open them.
T20 checking for traps for 34.
Disable Device: 1d20 + 15 ⇒ (3) + 15 = 18
GM Bold Strider |
As Seherab looks around the room for traps, he notices that the Anubis statue appears to have a spark of life, though it appears benign at the moment. You believe that attacking the statue or trying to move past it might invoke its wrath, though you have little choice. Perhaps there is a trick to move past it.
Dwizzle |
I'll assume Seherab relays the eye-movements.
"Oh! We wouldn't want to make it unhappy, especially since it sounds like it's on our side, wanting to fight against undeath and all that."
Dwizzle gestures to (words somewhere?) the Celestial words.
"Can anyone read those? They look all swirly and fancy. Seherab, seems like that'd something you could read? Maybe it has the command word for the statue? Hey! Maybe we can command it to help us!"
If this helps Dwizzle puzzle anything out...
Linguistics (w/guidance): 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Seherab Menedes Glyphkeeper |
Knowledge (arcana): 1d20 + 11 + 1d6 ⇒ (20) + 11 + (2) = 33
Knowledge (religion): 1d20 + 11 + 1d6 ⇒ (20) + 11 + (1) = 32
Seherab stops moving as he notices the eyes following him. "Exactly," Seherab notes to Dwizzle. "Personally, my family always favored Ptah but Anubis is a worthy deity as well. Does anyone have his holy symbol? Most golems have a trigger and maybe if we present his holy symbol we can pass unopposed. If no one has one on hand, I think we should back up and make some, even if we have to improvise a bit."
GM Bold Strider |
@Dwizzle: You can read the Celestial. It doesn't appear to help you in your case against the guardian.
Since the group fails to respond to Seherab's information, the inquisitive dwarf readies the group as he trips the golem into activity.
The large statue of Anubis animates and you hear the grating of stone on stone as it moves to block entrance to the next chamber.
Initiative:
Enemy: 1d20 + 2 ⇒ (19) + 2 = 21
Ankhef: 1d20 - 1 ⇒ (19) - 1 = 18
Seherab: 1d20 + 4 ⇒ (6) + 4 = 10 +2 while Underground.
Dwizzle: 1d20 + 6 ⇒ (8) + 6 = 14
Hogan: 1d20 + 1 ⇒ (7) + 1 = 8
The giant statue moves forward and swings its giant flail at the most heavily armored one, Hogan. "Intruders shall be judged by Anubis!" it bellows as it swings.
Flail @ Hogan-21 FFAC: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d6 + 6 ⇒ (5, 2) + 6 = 13 2 Bleed
The giant flail slams into Hogan, leaving behind rent flesh, causing the Stonelord to continue bleeding even after his stout dwarven constitution stands strong against the attack.
Initiative:
1st: Guardian (Kn. Arcana to Identify)
2nd: Ankhef; Dwizzle; Seherab; Hogan
Status
Hogan-Bleed (2) @ 45/59 HP
Seherab Menedes Glyphkeeper |
Knowledge (arcana): 1d20 + 11 + 1d6 ⇒ (14) + 11 + (3) = 28
If it has hardness:
Seherab backs up and quickly drinks an elixir of stone fist.
Otherwise:
Seherab studies the construct as he stabs, feeling slightly wrong at hitting a statue of a god.
+1 short sword: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7