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Iago steps up behind everyone, carefully maintaining a nonchalant air as he walks past the petrified people. "I am terrible at anything that has to do with public acrobatic acts. And lets hope we don't have to deal with the artist responsible for those folks. Shoving a metal pear up my ass could be welcome foreplay, whatever resulted in that... Less so."
He crouches down, gazing up at the ceiling. "I'll stay here for now. If you are desperate for someone to climb up or down, let me know."

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"You look nimble, Darksid'ious. Would you mind carrying this rope? You are most likely to make it to the far side of the pit, I think."

GM Z..D.. |

Darksidious begins to skirt the edge, with his safety line in tact and held by the sturdy dwarf.
Darksid'Ious: 1d20 + 8 ⇒ (1) + 8 = 9
Kavor: 1d20 + 1 ⇒ (4) + 1 = 5
doodle: 1d20 + 9 ⇒ (6) + 9 = 15
Gwendoly: 1d20 ⇒ 5
Hera: 1d20 + 10 ⇒ (1) + 10 = 11
Iago: 1d20 + 9 ⇒ (14) + 9 = 23
Stormy: 1d20 + 8 ⇒ (11) + 8 = 19
Iago hears, what sounds like a small crowd of people talking, coming from the bottom of the pit. As Darksidious moves across the ledge, the talking becomes louder and louder.
Iago initiative vs haunt: 1d20 + 1 ⇒ (13) + 1 = 14
Surprise Round-Iago may act.
unfortunately, no one else got the notice check for the haunt.

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Well s~&*. A warning does bugger all for him doesn't it? Can I grab onto the rope with my surprise round action?

GM Z..D.. |

Sure, I'll allow it as a standard. Never fails that the one that notices the haunt can not do anything against them. It worked out like that in the standard session as well
Iago grabs on to the rope in anticipation of something bad. Just as he reaches the rope, a roar from the pit below rushes up, a sound of thousands of angry voices rise up and washes of darksidious. Darksidious, needs a DC 14 will save
Even with the distraction, Darksidious is able to make across the rest of the ledge. Noticing a small crack approximately 2 feet wide that leads further into the tomb. Dark manages to squeeze through.
Set in this cavernous grotto is a statue carved from dark stone depicting a frightening demonic creature tearing a human apart. Tentacles wrap around the figure and others wriggle outward. Each tentacle terminates in a claw, talon, pincer, or other wicked appendage meant to inflict pain. Its circular maw contains rings of jagged teeth which grip an oddly shaped piece of black metal, its surface etched with symbols.
The piece of metal matches the other pieces of that you found through out the temple.

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"Guys? Do you hear... Oh BALLS!!" exclaims the Chel as he dashes for the rope which Kavor holds onto.

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Will Save: 1d20 + 3 ⇒ (3) + 3 = 6 +2 if it's enchantement, +4 if it's sonic or verbal
Will Save Reroll 5*: 1d20 + 3 ⇒ (11) + 3 = 14 +2 if it's enchantement, +4 if it's sonic or verbal
Darksid'Ious is one moment cursed before in a desperate attempt he push back it!
That's was strange! I hear voices and feels bad... I think the dead were not resting in peace after all! But pain is never a failure, but a commitment to get better.
Lets continue.
After a moment he founds something.
Look what I found! Says the half-elf.
Can we know what god the statue represent?
He casts detect magic to help his search.

GM Z..D.. |

You notice that the metal piece in the maw of the statue radiates the same magic as the other pieces of the veil that you found.
The text just says demonic creature. It doesn't really elaborate.
So does Darksidious remove the metal piece?

GM Z..D.. |

As soon as Darksidious removes the metal piece from the maw of the creature, he is instantly transported and finds himself in the previous chamber, back with his allies.
As you snap the final piece in place, you see the etching flare to life with magic before fading once more.
Well that was last bit of the dungeon
Halla and the surviving workers greet the party with great enthusiasm when they return to the seaside excavation camp. They are relieved if Pel and Saala accompany them, and sobered by the lifeless body of Riemme. The archaeologist provides food and drink, insisting on a full account of their adventure and details on the location.
Halla and the surviving laborers accompany the party back to Magnimar aboard the Winking Wyvern. During the voyage, Halla examines any artifacts that the PCs have collected, exclaiming that they are 18 amazing finds that will surely yield much valuable information on Bakrakhan with further study. If the party has not yet identified the acrimony veil, Halla does so at this time and also assembles it if the device is still in its separate parts. Halla explains that she has every intention of returning to the dig at the earliest opportunity in order to study the temple complex. it’s obvious from the party’s description that the most valuable information is painted and chiseled on the temple’s walls. Magnimar’s venture-captain is certain to recruit a new archaeological team now that the players have cleared out the obvious threats.

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Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft (+identify): 1d20 + 5 + 10 ⇒ (8) + 5 + 10 = 23
Despite his use of his wand of identify Darksid'Ious is unable to determine the magical nature of the object.
What an adventure guys! It was a mixture of pain and pleasure, loss and discovery! The Midnight Lord will be please and I have found new ideas for my friends in Pangolais! Isn't it wonderful ?
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During his way back, Darksid'Ious tries to convince Halla to join the Dark Archive. She will be more prepared for her next expedition to deal with the occult and dangerously of the place she will study.
Diplomacy (DC18) - take 10: 10 + 11 = 21

GM Z..D.. |

"I will be sure and visit the Archives when we get back to land fall. I could assist when I am not on a site." Halla says shaking Darksid'ious hand