
Keith S. |

Marchello slaps himself on the forehead. Of course, this is a statue of Lissala, a god no longer worshipped. She was the goddess of runes, fate, and the reward of service. She has something to do with with the old Thassilons?
But he does not recognize the runes.
The entire statue, tail to top of disk, radiates the same level of magic.

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The dwarf inspects the statue, a perpetual scowl on his face. Giving in to curiosity, he touches one of the runes on the statue's body.
Does that do anything?

Keith S. |

Rodgar feels a surge of energy spark from the statue into himself, leaving a faint smell of ozone in the air. He feels slightly better than normal, but that is the only effect.
The only effect he knows about, anyway. [mwahhahahahaha]

Keith S. |

[what next? there is a door ahead of you, next to the alcove with the statue, or return to the room you came from]

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"Let's check out the door. Can someone tell me if there's magicks on it?" He then shuffles forward to see if the door is safe to open.
Search for traps/special stuff on the door:
Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Marchello Aria |

Marchello moves up beside Az'Avis and readies his mace, he casts Guidance on himself. "If it looks ok, I'll open it when we are all ready."
Since Marchello was near or beside Rogdar when he touched the runse - is it possible for him to use Knowledge (Arcana) to determine what might have happened to him?

Keith S. |

Marcello may roll for knowledge arcana to see if he can tell what happened to Rodgar.
The door does not radiate any magic.
Does anyone open the door?

Keith S. |

[I need to read closer; Marchello opens the door if all looks well, so here we go. This is where my map making comes into play. Most of the maps in this game have notes written on them, so I am remaking them in Tiamat. The letter is the first initial of the character. This is pretty much the equivalent of me drawing on a dungeon map sheet on a tabletop!]
Opening the door and taking a step through, Marchello sees a corridor stretching ahead of him. To the left, about 15 feet away, is a door. Ahead, the corridor appears to T, going both north and south. A few feet away, another corridor branches north. The northern corridor has 6 doors, 3 on each side. The corridors are 10 feet wide, the door passage is 5 feet wide.
The corridor is covered in the same style of carvings, dust and cobwebs. But the air actually smells a bit fresher here, somehow.
The purple dot next to you is the statue of Lissala.

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"Aye, I got ya back. Rogdar grunts to Marchello as he moves into formation.
Rogdar willingly explains to Marchello the 'symptoms' of the magic effect. Otherwise, I think we're ready to go

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Az'Avis is still waiting for the first trap to explode in their faces and keeps an eye out on anything that might do just that. When the group moves forward, so does he.
Perception check to see/notice traps:
1d20 + 7 ⇒ (12) + 7 = 19

Marchello Aria |

Knowledge Check from earlier
Knowledge (Arcana): 1d20 + 6 ⇒ (6) + 6 = 12
...
Marchello shrugs his shoulders a bit and looks back at the group ... "Well, shall we?" he asks rhetorically and cautiously makes his way past the doorway towards the intersection, peering around the corner first before stepping into it.

Keith S. |

And Marchello is not sure what happened to Rodgar....

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Knowledge (arcana) to determine what happened when Rogdar touched the statue: 1d20 + 6 ⇒ (1) + 6 = 7
Paewyn was busy examining a particularly fascinating clump of cobwebs at the moment the dwarf touched the Thassilonian statue, and completely missed the brief spark of magical energy.
Dammit! The dice roller here hates me after only 48 hours away; I just rolled a '1' on another messageboard PbP I was catching up with too... :p

Keith S. |

Marchello wanders down the hall and peers around the corner. To the right the 10 foot wide corridor stretches away into darkness. To the left is corner, with fresh dirt and rock from a creature made tunnel that enters the constructed walls of the Godsmouth Ossuary.
The floors and walls and ceiling are as previously described.

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The dwarf peers down the tunnel to the left, "Grr, best be leavin' any beasties alone... Fer now. Lets keep to tha' main chambers." he mutters, curious about what manner of creature may have burrowed through the stone walls and floor.
Snapping back to attention Rogdar looks to the right, down the long passageway. "What do ya say lad? That way?" He queries Marchello.

Keith S. |

The dwarf, with his innate skill in tunnels, realizes the extra tunnel was dug, probably with hand tools, rather than by a burrowing creature.
He smells fresh air coming from the tunnel.

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Paewyn also looks curiously at the tunnel hacked into the tomb. "Graverobbers? Maybe this has something to do with the matter we're supposed to be investigating?"
Turning back to Marchello, she smiles and says "By all means, let's be consistent and stick to the left-hand route for now. Lead on!"

Marchello Aria |

Marchello briefly listens at the door, readying to open it one the group is collected and in position.
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
if nothing ...
He casts guidance on himself after his check and has his mace in his hand slightly raised as he opens the door.

Keith S. |

Nothing seems out of sort on the door. But when you push it there is no movement. It may be barred or jammed from inside.
You may attempt to break it, chop it or leave it.

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Without barely a moments hesitation, Rogdar hurls himself at the door in a brash attempt to break it down.
Strength Check: 1d20 + 3 ⇒ (9) + 3 = 12
... But with little result :(

Keith S. |

[then where to? 6 doors to the north and then the corridor ends]

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"Hmm, before we move on, let me try something. The door may be too thick for this to work, but I'll try to Detect magic beyond it, just in case." Paewyn shrugs and closely examines the door before the party moves on down the corridor.
After casting Detect magic use Perception to see if Paewyn can discern anything beyond the door. It's probably too thick, but I couldn't think of anything else. :p
Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Keith S. |

Paewyn detects no magic on the door or beyond it. However, being unsure of how thick the door is, she is not clear if she can detect any magic beyond it.

Keith S. |

The door opens somewhat stiffly, the accumulated dust and grit of the ages making the hinges groan. Inside is a 10 foot by 30 foot room.
Brightly painted carvings along the wall of this room vividly depict mighty dragons in flight over shining cities, while below winged angels kneel and serve human masters. Peacock-feather motifs dominate throughout the chamber, and a faint, pleasant perfume drifts through the air. Several humans lie supine atop biers draped in rich cloth - if they are dead, the bodies are perfectly preserved and have the appearance of relaxed sleepers, showing no signs of corruption or decay.

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"This be the wrong room! No way we should disturb the dead. Better close the door and move on I say."
It might be a great idea, if anyone has the skill, to use disable device to jam the door. I got bad memories of tombs being used as zombie storage units *laughs*

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The dwarf eyes the room's contents suspiciously.
"Aye, ye may be right. Them bodies seem a might too fresh. Don't seem right t'all."
No issue with ignoring the room for now, but Rogdar is more than happy to cleave some zombies if the group changes their minds. :)

Marchello Aria |

Marchello nods and smiles at Rogdar, "Thanks Mate!"
He then cautiously enters the room, mace drawn. He takes it all in Perception: 1d20 + 10 ⇒ (9) + 10 = 19 and will cast guidance on himself and detect magic on the figures.

Keith S. |

The entire room radiates magic - floor, walls, ceilings, bodies, etc. A pretty strong magic.
The door opens into the room.
You can still use disable device to jam the door closed (hammer wedges into the gap between the door and wall, or penny them in if you remember college days.
You are in a series of tombs, by the way. Going to be hard to avoid bodies here.

Marchello Aria |

Marchello tries to identify the magic and to determine if there were some special purpose here to the room (other than just a standard tomb).
Knowledge (Arcana): 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge (Religion): 1d20 + 6 ⇒ (13) + 6 = 19
"What are we doing, leaving this alone and moving on or what? We are looking for the cause of the disruption right, if everything is order, do we move on? What do you all think?"

Keith S. |

It is not just a normal tomb. It is cleaner and more finely arranged than anything you have ever seen. You have not seen anything like this, even in recent burials. And this is several centuries old at least.
Marchello remembers something about the old Thassilon customs or history - perhaps something about seven sins?

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Leaving the room, Rogdar moves across to the door opposite (on the right hand side of the corridor). He prepares to open the way.
"Ya ready to move on?" He calls out.