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With the crypt cleared Mumblypeg and Jal begin looking about the room. With the aid of Mumblypeg's magic the group is able to reveal that one of the sarcophagus in the northwest alcove seems to radiate magic within it.
Grasping ahold of the lid Jal gives it a heave. The sarcophagus lid slides aside with the sound of a grinding millstone. The well-preserved body of a young girl lies inside, stringy black hair obscuring the face. Her atrophied limbs are drawn up like folded sticks against her torn school uniform. It is Junia!

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Rika shrugs in response and quickly sets her mind towards searching the room. Upon discovery of the girl, she looks her over warily.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Heal: 1d20 + 2 ⇒ (13) + 2 = 15
"Girl has ring. Is alive. We take." she intones in her Tian accented Common, more as a statement of what will happen than anything else, as she carefully reaches for the girl to lift her out of her resting place.

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Rika lifts the unconscious girl from the sarcophagus while Mumblypeg determines that the ring also seems to function similar to a Ring of Sustenance. It seems to have kept her alive down here for the last 10 years.

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"The magic of this place is quite extraordinary, and no doubt this extraordinary child will be able to reveal much of what happened in this place - possibly giving some people closure, but we promised her mother, and we have delivered - in a way none could imagine"
Anything else down here or is it time to leave immediately?

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"Should we leave it on her? Will she survive without it?" Tophor studies the poor girl, his brow furowing more as he ponders the situation. "Where did these coffins so come from, and why keep these little ones down here? We should search for more survivors."

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"Perhaps they could also answer how she could have survived down here. The ring explains the means, surely, - and no wonder the good Lady had us search for it - but am I the only who raised question that a young girl managed to climb inside of a sarcophagus and pull a two-hundred pound lid closed over herself?"

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"Hrmph, considering a mundane lookin' guy like you could probably drag fifteen-hundred pounds or so around no problem, I ain't gonna second guess it."

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It's a simple matter for you to return the way you came in order to leave the necropolis.
Marlinchen stubbornly refuses to leave the spirit of his daughter as he has finally found her once again..
It’s entirely up to the group on how to handle this, but anything short of physically restraining him (which you feel may unbalance the man even further), or incapacitating him in some manner, is unlikely to persuade him to leave.
Returning the barely living body of Junia to Lady Dacilane has several repercussions: she’s naturally overwhelmed with joy and sends for the best clerics of Asmodeus at once to see to her daughter’s recovery. Lady Dacilane promises to assist the Pathfinders in the future if they ever have any need of information about the aristocrats of Absalom — a small gesture, to be sure, but a very generous one in the mind of Lady Dacilane. The other parents, upon hearing that there was a miraculous survivor after all these years, mob the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom’s city watch is called in to quiet the disturbance and sends in a team to search for additional survivors. Of course, there are none.
When the ruby ring of the salamander is returned to the Pathfinder Society, they are naturally pleased at acquiring such an important artifact. Venture Captain Drenge personally thanks the group for their service to the Society. VC Colson Maldris is also grateful to the group for returning the body of his brother.
The end. I will have chronicles made and posted tomorrow afternoon. Still need Brother Tophor's information.

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Agirran, ever the diplomat, sucker punches Deris, if the loon gives him any trouble, and then after hogtying him drags his carcass back topside.

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That's fine but Agirran ain't advertising--he'll just hit 'im. And should Deris survive/still be standing it might end up looking like that one time. Remember? ... *Wavy air current, wavy air current, harp music, harp music....* ;)

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You seem to have misunderstood. I will intervene on his behalf should things come to violence.
You're a smart man, Agirran, despite how you act. What benefit is there to assaulting an otherwise innocent man? What is there to gain, robbing him of whatever small joy has been brought back to his life? Don't we owe him that much, considering Deris has been nothing but helpful up to this point?

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Mumbly is a man who is in touch with his inner demons, and can have a degree of empathy about the fellows plight. If the man is happy to sit down there until he joins his daughter in the Boneyard, Mumbly doesn't see the sense in denying it.

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Jal is more than happy to finish the job and leave this creepy tomb behind. When the issue of the crazy man comes up, the Varisian shrugs and neither helps nor hinders Agirran.
"Seems smart to stay out of a crazy man's family business, cara."
Well done, everyone. :)

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If it comes to it and the loon pesters Agirran at all--*POW!* Again this is if the nut 'gives him any trouble'. Not the other way around. I offered it as a way for the party to evacuate him if they want to while still maintaining Agirran's role. Ordinarily he would leave him after that, but the poor bastard did help so Agirran takes him back. Most folks seem to be neutral (aside from Mumblypeg who is Lawful Secretive) so if the guy antagonizes Agirran (by talking too loudly, getting too close to him, or breathing the wrong way) it shouldn't be too much of a big deal.
Basically if it happens Agirran explains it like this: "Look the guy can barely stand, and has so few teeth now he couldn't even eke out existence as a ghoul down here, but hey, I'm willing to leave 'im." He drops the carcass (and the mic). ;)
Anyhow, see you all on high seas.

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Rika's concern lies with the girl, who has not chosen anything; not the man who has chosen to live with the dead. Sucker punch all you want, Rika will just give Agirran another contemptuous look but has nothing further to say.
As an aside, playing the silent type in PbP really sucks. I'm going to have to tweek this character so that she's a tad more interesting.

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I don't find the silent type to flash at the table either, the party just takes it that the character is out of their depths or is ultimately replaceable - in the theatre of the mind it is harder to nuance silence and not have it perceived as absence :(
In PbP you can rely on a lot of non-verbalised narrative, what is the person doing, what actions are they taking - expressions, curious looks, etc etc...not everyone is a chatterbox, Mumbly is a bit quieter until he needs to speak :p