
Cormick Egerton |

Kn Arcana: 1d20 + 7 ⇒ (3) + 7 = 10
"Do you think this golem is worth anything in it's current state? Or maybe there is some notes on how to finish it?"
About how much time has expired since the fight with the monks? For spell duration adjustments.
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Current Effects: heroism (Ian), 69 min (-elapsed time);

GM Ascension |

It has been about 10 minutes. So 1 min/level spells and less are now expired.
Cormick looks around for some kind of notes, but finds nothing other than the vials. Tilting or lightly shaking the vials shows that the liquids contained in them is of a thicker substance.
Serelina and Master Hast both reveal that it is likely oils needed in the creation of a bone golem.
There appears to be 3-4 times as much oil as would be needed in the construction of a bone golem. You'd place the value at around 3500gp, well over the 1000p needed to construct such a golem.

Serelina Bellafini |

"We should collect the reagents, first the oils are worth a considerable sum of money and second there is enough here to create more than three golems. We wouldn't want to leave that sort of thing in necromantic catacombs. Cindy, I assume you are fine with our groups splitting found profits evenly? I would say this gear would sell for around 3,500 gold." She gestures toward the vials when speaking of oils.

Cindy Lu |

Of course. We are allies in this and should share in both risks and rewards evenly. I wonder if this find indicates that we will face such golems later. What is the best way to fight those constructs?

Cindy Lu |

Considering the ring Cindy comments I find that I am unusually healthy for a caster and can more easily pay the terrible cost required to use the ring. Perhaps I should wear the ring? If no one object she will put the ring on and begin to charge it.

Ian Marros |

"Let's worry about all that once we're out of here--hopefully all of us," Ian will continue the expedition.

GM Ascension |

Cindy places the ring on, and begins using it to tap into her inner strength to power the ring. It can be fully charged before we get to any more combat.
Continuing the search, another dozen doors are opened before finding a second makeshift labratory, this one of a clearly alchemical crafting purpose.
There are sufficient spell casters with detect magic to identify two potions, a potion of enlarge person, and a potion of youthful appearance.
If any one has craft alchemy, please make 3 rolls to determine what several non-magical items area.

Cindy Lu |

On the other hand its a field of knowledge. Does she not wish to command all knowledge? :)
Wounding herself slightly she charges the ring with three charges. In the lab Cindy recommends Gather here what we know is of value and lets keep moving.

GM Ascension |

Nina takes a look at the powders and liquids in the vials, and is able to identify a couple of them. "Quick freeze oil." 3 vials "And" she wrinkles up her face, "brain mold spores." 3 doses
The last few rooms of this passage are empty. At the end of the passage it splits in cardinal directions, with a second passage leading back west that is much like the one the group just finished exploring. It heads back towards the monk room, and assuming symmetry would lead back to the other door that was rusted shut.
The muffled sound of running water can heard from here.
Will get a map up tonight to show the intersection.

GM Ascension |

Serelina Bellafini |

Nodding at the double doors, the wizardess says, "Shall we?"
She then casts a few simple spells.
In order, Detect Magic on the doors, Protection from Evil on herself, and Open/Close to try and open the doors.

GM Ascension |

Serelina detects no magic on the doors, and they swing open easily to her cantrip.
Beyond is a very wide passage, doors along the north and south walls, and up ahead the floor has collapsed into a natural cavern. This place looks very familiar to the mages.
A short passage leading north ends in a single door. From here the sound of running water is louder, and seems to be coming from behind this door.

GM Ascension |

Issa notes that the doors along the main hallway all appear to be trapped in the same fashion - a scythe will swing down at the hands of any pushing open the doors.
Direction for the group? Each group take one side of the hall? Take a different path? Explore the northern passage and the sound of water?

Leo Spellworthy |

"Oh, this place." Leo says from his position somewhere in the middle of the group. "There was a large group of shadows here earlier. Best in on our guards, but of course we already all are." He finishes this sentence with a glance to the muddled Cormick. "You are on your guard, aren't you?"
I'm cool with splitting groups and covering more territory.

Ian Marros |

Things are pretty nasty in this place so far. Maybe we should stick together even if its slower

GM Ascension |

I will be out of town through Saturday. I will still be able to post, just won't be able to update the map.
Disabling the traps along the way, the group begins opening doors along both walls while heading east. Unlike the previous rooms, most of these have not been desecrated. Intact sarcophagi, still closed, lie in each room.
Crossing the pit is a fairly trivial matter, though a bit more of the floor breaks away on both sides. The north-south running cavern only goes for a short distance, and there is a pile of bones at the south end - along with a glint of metal. Several rusted weapons, and rotted backpacks containing mundane items and a small amount of coins. 73gp
Farther eastward, there is a hole in the ceiling, and as the group passes underneath several human faces look down from above. They wear the uniform of the city guard. Master Hast calls up to them, "Continue as you are captain. Hopefully we won't be much longer in this abysmal place."
Another 100' to the east the passage ends in a large door frame filled by a block of stone. A heavy chain hangs down from holes in the ceiling at one side, forming a loop at the bottom, then running back up into the ceiling.

Ian Marros |

Ian goes up to the chain and gets ready to start pulling it, assuming it will open the large door. "Everyone ready?"

Cindy Lu |

At some point in the search Cindy holds a piece of parchment with a map drawn upon it and notes. According to what this shows this passage continued along much farther than it currently does. Perhaps there is a secret door here or the perhaps the passage has been sealed up?

Leo Spellworthy |

Leo peaks over at Cindy's map, curious. "It might be worth checking out. Rilumin?"
I'm not sure what passage you're talking of, but if you've got a clue about a secret tunnel, let's get some eyes on it.

GM Ascension |

As Ian gets ready to start pulling on the chain Morvae stops him, "We should take extra care in looking for traps here." The celestial takes several moments examining the door and the nearby area, but finds nothing.
While Morvae is checking for traps, Leo taking a glance at Cindy's map, can see that the map bears a resemblance to the symbol of Abadar, a great key. It pretty closely matches what has been explored so far. Had it been accurate this passage would have led to the teeth of the key, but it is plain to see this part was changed from the original design.
With no traps found, Ian begins to pull on the chain. From behind the southern wall can heard a clanking, and the shifting of counterweights, and the stone block begins to rise up slowly.
As it does, a spray of icy cold water bursts from underneath the block, soaking Ian's feet and the feet of those nearby.
Continue raising the stone? Lower it back down? Leave it where it is?

Serelina Bellafini |

Serelina pauses and takes a deep breath. "So you have a map. That might have been useful to know. Let us check this area where you believe there may be a secret door carefully before moving forward. I would rather not leave a threat at our backs."

Cindy Lu |

Aye, its crude and quickly drawn. It is what the priests of Abadar above could quickly provide. This is the first time its actually been of any use. Unless the water shows no signs of lessening lets hold the stone open to see how much water is there. If its still rushing out after a couple rounds we had best closer the passage back. I am not sure what other areas we still have to explore though.

Ian Marros |

Ian continues pulling the chain, seeing if the outpouring lessens. "F*&! that's cold..." He sniffs--does it smell like saltwater?

GM Ascension |

It does not smell of salt water
Ian pulls the chain a bit further, allowing the water to rush out at a greater rate. It tears and pulls at the feet of all those in the passage, washing away dust and debris into the darkness behind.
The force of the water slowly subsides as the torrent continues, hundreds of gallons of water rushing into the hallway.
After several minutes the water is mostly gone, just a slight bubbling under the door, and even that fades a moment later, leaving just a glow of light coming from beneath the door and numerous pools of water in the hallway where the floor wasn't perfectly smooth.
You are unable to find any hidden caches, levers, or doorways.

GM Ascension |

Ian raises the door the rest of the way, revealing a wide room beyond. Stacked near the north wall is a pyramid of sarcophagi, nearly to the ceiling. The source of light is coming from behind the stack. Above the stack is a grate in the wall about a foot wide and six inches tall. Water drips from it, and from beyond it can be heard the sound of running water.
The walls of the room are wet up to a height of about 6'.
Opposite the stone block of a door just opened is another door just like it, the passage beyond goes about 20', then passage widens and the floor drops out of sight.
Morvae takes a single step into the room and carefully looks over the entryway. "Careful" he says, "there is a pressure plate here." he points to a section of the floor where a thin line, made easier to see by the pooling of water along the seams, forms a 2' square section in the floor.