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Muusa blinks slowly and whirls her hair out of its two large braids; it twists to form one large, animated, undulating serpent of strands, She passes her wand to her hair, which grips it, amazingly, and steps forward, a determined look on her face.
"Restless dead! We are here to give you peace. One way or another," says the shaman.

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Searlas identifies the creature as a Ghast. A ghoul, like you bet before but with worse diseases a more potent paraylsis and a foul stench that can overcome any who come close.
The sea. Each turn a wave sweeps into the room. You must make a DC12 reflex save or be blinded for the next round by the spray. To make things simple, please each make a save at the start of your post.
Status, bold may post : The Sea (reflex dc 12 or blind for a round)
Hania 3 danage ; sickened; smite active.
Alexus ` STR damage
Body 4 damage
Munno
Searlas 3 STR damage

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Searlas begins to spout out a profanity laced rant at a very rapid cadence. "$#!%, Ghast! Kill it with everything you've got! Don't let it touch you! Worse than Ghouls by far! $^&@!"
Hariwini can barely be heard over the din of the waves half-heartedly admonishing Searlas for his choice in colorful language.
With the end of his rant, Searlas slows down dramatically and begins clutching his head in pain. "Ow... ow... ow... feels... like... hangover"
Searlas is dazed for 1 round. Also, since the holy water missed, it will still do 1 splash damage to the ghast.

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reflex for ghast for last round: 1d20 + 4 ⇒ (20) + 4 = 24
This time the ghast is ready for Alexus, and dodges his bolt of positive energy as well as the spray from the floor.
Hania reflex: 1d20 + 4 ⇒ (20) + 4 = 24
Just as well those were not attacks and crit confirms
Hania also keeps the sea out of her eyes, she tries to kill the horrible corpse, which she notes has an old crown on its head.
attack: 1d20 + 7 + 3 ⇒ (15) + 7 + 3 = 25
damage: 1d8 + 3 + 6 ⇒ (6) + 3 + 6 = 15
Cutting its head from it's body!
Apart from the sea rushing into the chamber, it returns to its former, quiet, state.
Status,
Munno
Searlas 3 STR damage ; dazed
The Sea
Hania 3 danage ; sickened; smite active.
Alexus ` STR damage

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Searlas slowly shakes his head, rubbing his temples, and then looks around. "Everyone alright? That went much better than it could have..."

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After ensuring that everyone is in good shape, Searlas begins to take careful note of the sarcophagi. "A place of burial so close to a place of tragedy. Perhaps another expedition could be led here to consecrate this place and perhaps help put the restless spirits at ease. But for now, it appears as though we may have uncovered something major... If that ghast is just the tip of the iceberg I suggest we find our goal and report back. I for one would like to speak with Coulson Maldris. I know this wont be easy for him to hear, but I hope it will help him find peace, and perhaps his brother as well."
Searlas begins recording any identifying markings on the sarcophagi and keeps his eye out for the salamander ring.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26

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While the sarcophagi are all shut, one does show some signs of having been tampered with...

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Searlas furrows his brow as he notices the sarcophagi. "This one has been tampered with... I wonder if this is where the ghast came forth from."
He looks about the edges for signs of forced entry or exit, then slowly opens it just a crack and issues his dancing lights into the gap such that Hariwini can peer in.
"Well boy? What do you see?"

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Within the sarcophagus there is a body. She is a girl, maybe a teen, maybe a bit younger.
The body doesn't look decayed, although muscle has wasted from the limbs.

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Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Heal: 1d20 ⇒ 18
Searlas' eyes go wide as he notices what is in the sarcophagus. "Hey guys... there is a girl in here... a teenager or younger. She doesn't appear to be dead. She still has signs of life but is... comatose? And she's wearing the ring we were sent here to get."
Searlas has a somber looks as he considers the state of events for a moment, and then he looks back up resolutely.
"In my mind there is only one thing to do. We've found a survivor who may be in dire need of our help. This ring belongs to her. I say we bring her back to the pathfinder lodge for medical attention with the ring in her possession."

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You carefully lift the girl down and carry her out. Deris sits, gazing at the phantom of his dead daughter as she tells stories with her phantom friends. He doesn't even look up at you as you head out past him.
In the sunlight you realise the girl is wearing a school uniform, and bears a striking resemblance to the girl in the picture back at the feast the night before.
A representative of Lady Dacilane is waiting at the gate, and gasps in surprise when he sees the girls form. Lady Dacilane is overwhelmed with joy in having her daughter returned and spares on expense in having various powerful priests call of their gods to restore her strength and mind.
"And rest assured, if you need my assistance in the future, you have but to ask" she assures you.
Over the next few days 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. There are none.
Venture-Captain Drenge meets you in person to offer "My thanks for completing this expedition, and with such an unexpected but pleasing outcome as well."
Well done everyone. Chronicles are linked above, and you are all free for GD5

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"So strange. I wonder what force kept Lady Dacilane's daughter alive. And who or what placed her in a sarcophagus. Many mysteries in that place," says Muunokhoi, her hair back to normal. "And those schoolchildren were not evil, I think. Perhaps their phantoms will move on, eventually. I wish Deris to find peace."
She shakes her head at the dispersing crowd, watching those who briefly thought they had a chance to be reunited with their loved ones, only to have their hopes dashed like so much sea spray. "'Do not look for the bad in the good things you have done'. We did our best, and that is that."

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Over the coming weeks, some of the mystery is solved.
The Salamander ring turns out to be a Ring of sustenance, which kept her alive. When the earthquake struck, the children were all playing in the necropolis. The earthquake sealed the entrance, and slowly the other children starved to death. Junia didn't know why she wasn't suffering like the others, and slipped away to hide.
She tells tales of a horrible undead creature that found her inside the coffin, but she luckily remembers little of that, and nothing subsequent.
Although I can tell you it was an Allip, which you would have met if you played high tier!