Khufukhaf |
"You look remarkably well preserved for being over six thousand years old." Khufu says in surprise as he does the math.
Nak'T Akh |
Nak’T’s eyes go wide at the declaration of the amount of time that has passed. ”Six millennia!?!? That...” he pauses, taking a long, steadying breath to calm himself and focus. ”...that makes sense of things. Very little magic can endure that long, and so much has fallen into ruin and squalor in that time.”
Aliva Kulthane |
"We have many Gods yes but only follow a few who fit our ideals." Aliva almost chokes when she hears that Nak't is that old "So you would know things that we could only imagine are true, lets keep this to ourselves so people do not try to abduct Nak'T and question him." Aliva says
GM Dak |
Feel free to continue the discussion, just putting this here for when you are ready to move on.
After breakfast and some chatting the group decides the head back tot he temple. The city has by no means returned to normal, but the fear and panic that gripped the streets yesterday has mostly past. With most of the immediate threats dealt with by the adventurers, the guards and the Pharasmins, Wati is returning to some sense of normalcy.
Sebti is waiting for you when you are shown into her office. She gives you all a nod of her head in greetings and motions for you to sit if you like. Ptemenib and Nakht are there as well.
Once you are settled, taking a seat or not she starts, "First, let me once again apologize for yesterday. I regret you had to go through that, but it was necessary to demonstarte your capabilities in handling things."
Nahkt glares at you all but eventually gives a nod to Sebti to show his agreement. She takes a seat behind her desk as she continues "Obviously, until the cause of the undead uprising is found, Wati is still in danger. For your assistance in this, you are of course welcome to keep any riches you might find in the necropolis though I would urge you to still remember the three rules from your earlier explorations of the necropolis."
She waits for each of you to give some sort of acknowledgement that you agree before continuing.
"When the necropolis was first walled off nearly 1,800 years ago, more than a dozen necromantic detectors called elegiac compasses were concealed inside. These devices can sense large sources of necromantic energy, and church inquisitors have used them to track and subdue fell influences in the necropolis. As of 30 years ago, the last time they were used, five elegiac compasses remained functional and could possibly be used to triangulate the source of the undead uprising. I don’t know whether all of the elegiac compasses are still operational, but I can provide you with a map to their locations."
Nakht Shepses chimes in as Sebti sets a map out on her desk for you to look at, several locations inside the necropolis circled. "I suspect that a cult of atheist lamias called the Amushet might be behind the undead uprising, no doubt agitated by the church’s ill-advised exploration program. The lamias know bizarre magics and have been known to take paramours from the city’s populace, releasing them only after blinding them and driving them insane. The Amushet inhabit the Cenotaph of the Cynic in the necropolis, treating it as their personal playground."
Ptemenib stands and adds his thoughts as well "In my investigations of Wati’s grave-robbing gangs, I've had to regularly visit the necropolis, and I've made contact with a clan of dark folk called the Xotl who dwell beneath Vizier’s Hill. I suggest that you seek out the Xotl leader, named Unwrapped Harmony, in the old villa of the Asetiti family." He points out another location on the map to show the villa's location as he continues "Among the less dangerous of the necropolis’s denizens, the dark folk are tolerated by the church, and I believe they could have information about the outbreak of undeath in the city."
He pauses a moment and rubs his beard as he notes "I also know that the Veins district is riddled with smuggling tunnels into the necropolis, though I've never found any myself. Some of the area’s canals and drainage tunnels weren’t entirely blocked off when the district was divided, and in the centuries since the creation of the necropolis, others have been reopened by smugglers. I think that the Silver Chain likely had ways to enter the necropolis unnoticed, did you find such a means of bypassing the armies of ghouls and zombies besieging the necropolis’s gates when you were down there? If not, it may be a good place to at least look rather than try and face the hordes of undead at the gate."
All three turn to look to you and Sebti adds "I know this is a lot, but we thought we would give you every possible lead we could consider to help you get started. The rest, is up to you."
Khufukhaf |
"So you think there might be an entrance into the Necropolis in the hideout of the Silver Chain we found earlier?" Khufu asks Ptemenib to make sure he understands.
"If that's the case, then I think we should start our investigation there."
Ai'sha |
"That map would be really helpful for plotting our course.", Ai'sha says to Sebti. "Searching for a tunnel into the Necropolis sounds like a good start, then the Xotl in Vizier's Hill would be closer than the Cenotaph of the Cynic. If any these elegiac compasses are on the way we could search for them as well."
GM Dak |
Sebti nods, rolling up the map and handing it over to whoever wants it.
For reference, on the map of Wati in Pics above, the compasses are near the following numbers: #1, #4, #5, #14, #10
The Cenotaph of the Cynic is near #3
The villa of the Asetiti family is south of #10
Irakelesh |
Irakelesh listens with excitement. "This all sounds great. We can get in through the secret tunnels and then head straight to the Unwrapped Harmony guy. Right?" He steps up to the map and uses his fingers to measure the distances between some of the points that Sebti pointed out. "You're correct Nak'T, these are close to each other. And on the way, like you said Ai'sha. So we just stop by them and check them out too. Just like a stroll through the desert. Easy as sand through your fingers."
Aliva Kulthane |
Aliva listens to her allies plan, they all know the area better than her and letting them take the lead on this is best. "I agree, I am not from here so this city is very foreign to me. If you say this is the best way to go then we go that way. I would like to try out this Kopesh that I have seen people using. They are very interesting looking weapons." Aliva says
GM Dak |
As you seem set to depart, Sebti pulls an ornate rod out of her desk drawer and hands it over to Khufu, well aware of the groups various talents at this point. "Here, this may help you in dealing with the undead, specifically any incorporeal ones you come across."
She hands you a lesser ectoplasmic metamagic rod. 3/day can cast 3rd level or lower spells that deal full damage to incorporeal creatures. If you need to do any shopping now would be a good time. List any purchases you plan to make.
With a plan and several leads the group prepares for their trek into the necropolis, this time under much more dire circumstances. Heading back to the veins district and the hideout for the silver chain gang the group searches through the places. Turning the place over, in addition to finding a secret door you missed before, you find a secret cache with an amulet of natural armor +1. The secret door opens to reveal a tunnel leading in the direction of the necropolis. It seems Ptemenib's hunch was indeed correct.
After a bit of a walk through the cold, damp tunnel you see light ahead. A portion of the tunnels’ stonework has collapsed here, exposing the winding crypts beneath to the harsh sky above. Shallow alcoves line each wall, stacked high with artfully arranged human bones and skulls. In the center of this subterranean chamber, a jumble of bronze springs and copper plates lies tangled in a pile of fallen stone. From what Sebti described to you of the compasses, you would guess this is the broken remains of one such device. A little further down the tunnel you see a ladder leading up to the surface.
To note, this was the compass near #4
Irakelesh |
I'd like to buy the following potions:
- magic weapon
- cure light wounds
- vanish
"Hey guys. Here's an amulet." Irakelesh holds up a worn leather strap that has a small ceramic disc hanging from it. Ancient runes are carved on either side of it. "It looks like it will make you thick skinned if you wear it. Who wants it?"
...
As they approach the broken machinery, Irakelesh takes a moment to investigate it. He pokes at the bits with the tip of his rapier. He isn't sure if the contraption has broken because of age or more deliberate activity.
Knowledge (engineering), free inspiration: 1d20 + 12 + 1d6 ⇒ (2) + 12 + (4) = 18 Can I tell how it was broken?
Ai'sha |
Ai'sha will buy two Holy Weapon Balms
"So the amulet makes you look like a lizard?"
Ai'sha shrugs as she sees the broken compass but awaits Irakelesh's inspection.
GM Dak |
As Irakelesh moves in to investigate the broken compass he is surprised when several hundred venomous snakes emerge from around the rubble to attack.
Ai'sha: 1d20 + 3 ⇒ (5) + 3 = 8
Aliva: 1d20 + 4 ⇒ (10) + 4 = 14
Irakelesh: 1d20 + 2 ⇒ (20) + 2 = 22
Khufu: 1d20 + 3 ⇒ (12) + 3 = 15
Nak't: 1d20 ⇒ 1
Enemy1: 1d20 + 7 ⇒ (9) + 7 = 16
Irakelesh is up!
Will play this theater of the mind, you are 20ft into an open room off from the tunnel, rubble in the middle, 5ft from you. The others are back in the tunnel 20ft away. These are swarms but of tiny creatures so can be damaged by weapons, but receive half from piercing and slashing weapons.
Irakelesh |
Irakalesh sees the swarm of snakes emerges from the rubble. "Look everyone. Snakes." He drops his rapier to the ground with a clatter then grabs the morningstar at his side. "This shouldn't be a problem but if you guys want to help, I won't complain." As the first wave of slithering creatures closes in on him, he smashes down with the weapon.
morningstar@swarm: 1d20 + 4 ⇒ (20) + 4 = 24
confirm: 1d20 + 4 ⇒ (7) + 4 = 11
dmg/B: 1d8 ⇒ 4
Ai'sha |
"Y-yeah, snakes, off c-course, no problem at all.", Ai'sha says, taking a step back and searching on her backpack for a flask of alchemist's fire.
GM Dak |
Irakelesh lashes out at the snakes as they advance toward him killing a few, but there are oh so many more.
Damage: 2d6 ⇒ (5, 1) = 6
The hostile snakes slither forward several biting at Irakelesh's legs.
Need 4 fort saves, 2 at DC 15 to avoid becoming nauseated for 1 round. 2 more at DC 15 to avoid:
Con Damage: 1d2 ⇒ 1
Con Damage: 1d2 ⇒ 1
Whole group is up including Irakelesh for his Round 2 action after the others go. Already have Nak't and Ai'sha's actions above.
Irakelesh |
I assume that these are poison saves
fort save,poison resistance against nausea: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
fort save,poison resistance against nausea: 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14
fort save,poison resistance against con dmg: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16
fort save,poison resistance against con dmg: 1d20 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Irakelesh shrugs off most of the bites from the snakes but quickly starts to feel sick and starts to feel some of his life energy drain away.
He swings the mace at the creatures again before moving away.
morningstar@swarm: 1d20 + 4 ⇒ (8) + 4 = 12
After attacking, moving away from the swarm.
GM Dak |
The second two are vs poison, the first two are not, they are saves against
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.
Khufukhaf |
Move to position where I won't catch allies in the cone of a Burning Hands.
Burning Hands: 5d4 + 10 ⇒ (1, 1, 1, 2, 3) + 10 = 18 * 150% = 27 (DC16 Reflex for half)
GM Dak |
As the swarm of snakes wash over Irakelesh the others jump to action. Aliva and Ai'sha work on pulling out some splash weapons while Khufu and Nak't get into position to unleash waves of flames while avoiding hitting Irakelesh.
Luckily the flames burn the majority of the snakes to a crisp and whatever is left slithers away to flee and hide.
Out of combat
Irakelesh you need to make up to 5 more Fort saves, after two consecutive saves you can stop rolling. Others can attempt to assist with magic or skills.
For failed saves here is the damage:
Con Damage: 1d2 ⇒ 2
Con Damage: 1d2 ⇒ 1
Con Damage: 1d2 ⇒ 2
Con Damage: 1d2 ⇒ 1
Con Damage: 1d2 ⇒ 2
Ai'sha |
Ai'sha will stow back her alchemist's fire and quickly get closer to help Irakelesh.
Heal Check to Treat poison 1: 1d20 + 8 ⇒ (16) + 8 = 24
Heal Check to Treat poison 2: 1d20 + 8 ⇒ (13) + 8 = 21
Heal Check to Treat poison 3: 1d20 + 8 ⇒ (19) + 8 = 27
Heal Check to Treat poison 4: 1d20 + 8 ⇒ (5) + 8 = 13
Heal Check to Treat poison 5: 1d20 + 8 ⇒ (17) + 8 = 25
Khufukhaf |
"So this one of the priests compasses isn't going to help us find a necromancer in the necropolis."
"Should we start to search the old fashioned way?"
Irakelesh |
Fort, poison resistance,help: 1d20 + 2 + 4 + 4 ⇒ (16) + 2 + 4 + 4 = 26
Fort, poison resistance,help: 1d20 + 2 + 4 + 4 ⇒ (5) + 2 + 4 + 4 = 15
Fort, poison resistance,help: 1d20 + 2 + 4 + 4 ⇒ (6) + 2 + 4 + 4 = 16
Fort, poison resistance: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Fort, poison resistance,help: 1d20 + 2 + 4 + 4 ⇒ (8) + 2 + 4 + 4 = 18
Looks like I am cured after the first two saves. Thanks for the help Ai'sha!
"We can go to the next compass but I thought we were headed to find the xotl first."
GM Dak |
There are two more compasses in the same direction as the xotl. They are about equal distance from your current location but one is to the north east, closer to the heart of the necropolis and the other is to the south closer to the gates of the necropolis. Which one do you want to go to. Added a map of Wati to Roll20 with your current location for a bit more clarity. The Cs are the compasses, the X is the Xotl and the L are the lamias.
Ai'sha |
"Let's go towards the one close to the wall first, then get the one next to the Xotl, then the Xotl.", Ai'sha says.
Drew a thin red line on the map of her suggested route.
GM Dak |
Following Ai'sha's plan the group heads off toward the next compass. Following the way on the map you come to the spot marked. This former glassblower’s shop was repurposed to serve as a humble family mausoleum, as well as the location of one of the elegiac compasses. The Shiny Bauble looks to have been looted, but the elegiac compass on the shop’s roof looks to be in surprisingly good condition despite its age as far as you can see from the street below.
Ai'sha |
"It looks like it's in good shape, let's get up there before something jumps at us.", she says, looking around in anticipation of an attack. "Could you fly up there, Nak'T?"
Aliva Kulthane |
"We should check in the shop as well to see if there is anything useful. I can take point." Aliva says moving the the front of the party.
Perception to look inside: 1d20 + 7 ⇒ (10) + 7 = 17
GM Dak |
The shop itself is pretty much empty aside from broken bits of glass, however there is a set of stairs that lead up the roof inside. Nak't flies up and the compass looks like it is in pretty good shape, especially compared to the previous one you found. However, there is a noticeable empty spot where a component for the device appears to be missing.