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Lithuan scouts down the hall then for the errant demon then returns.
"Hold, let us pause. We know this to be a place of deception. We three are learned... does this blade match the Infesus Mucro? At least, what we might think it to be?"

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Avoreal will examine the blade closely..
Spellcraft: 1d20 + 30 ⇒ (14) + 30 = 44
Know History about the blade's appearance: 1d20 + 22 ⇒ (2) + 22 = 24

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Might need a legend lore

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.
for the time being, we know what we're supposed to do...Duhwoo heads for the big medusa statue with the slot.
"Reckon we kin Legend Lore when we git back; fer now, we should do whut that there pome sez. Ah s'pose that's powerful mage territory, so Lithuan or Miss Starseeker here should be carryin' th' sword."
Duhwoo hands it to Lithuan.
I sleep now -- feel free to bot as needed...

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Duhwoo, will you conjure a beast to grab that chest?
Assuming he does, or gets it himself:
perception on the chest: 1d20 + 25 ⇒ (10) + 25 = 35
Perhaps a knock is in order,Mistress Starseeker?

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Also, any way to cut down the body? Jump in with the wire saw? I would like to unbind it at least.

drbuzzard |

You don't seem to detect any traps on the chest (there are none).
Disable device or break will work on the chest. Of course you don't have the former. We'll assume someone gets it out of the tank. Might take a bit of time, but whatever.
You eventually break it open (or wire saw it). It contains the following: eight pieces of jewelry (6,500 gp each); a small locked jewelry box (hardness 5, hp 20, Break DC 18, Disable Device DC 22) containing two dozen black pearls (500 gp each) and a 4th-level pearl of power, indistinguishable from the others until detect magic is employed; a staff of souls ; four candles of invocation (LN); a manual of gainful exercise +3 and six other tomes on Taldan history worth 400 gp apiece; and a lord’s banner (terror) bearing the cross-eyed medusa.
You can also wire saw the body free.
So Duhwoo votes to push the button.

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I would like to place the sword in the statue. I am also a truthseeker. But first, if there is a place to properly inter this body, I would like to do that. Burning it would also be acceptable to me
Do we have any thoughts regarding the nemhain? I wish to put that creature to rest. It said "Father" and it originally came from the Sardisi tomb.

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"Yea who knows with that thing.. This family obviously has some not so decent past activities.. I say we insert the sword and then get outa here.." She'll take the staff and stow hers for now.. Is it fully charged?

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"Since we ain't got no clerics -- or Adella fambly members -- along on this mission, Ah reckon we oughta bring that body back fer Mr Dellum to have a ceree-mony for it. Also, that Dellum feller oughta be advised 'bout the fambly tomb issues -- he kin c'mission us, or even sumbuddy else, to come back with a cleric or two an' fix up the hauntin's an' undead an' stuff...."
Duhwoo will head in the direction of the big medusa statue.
"Ah sez fer now we stays on task with th' sword mission -- which Ah reckon includes doin' stuff yer s'posed ta do with the sword before we dee-part this place! Then we take it on out to our patron guy, and tell'im whut all we lernt...."

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Masters Vuvu and Duhwoo, can you use your magical trickery to activate a speak with dead from this staff? Perhaps Bartholome has some useful facts.
I would like to deal with the nemhain... would deathwatch or det. undead from the staff help at all? Or maybe speak w/ dead on the father of the Nemhain.
All this can wait until after the button pushing.

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religion: 1d20 + 10 ⇒ (11) + 10 = 21

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"C'mon, Lithuan --we'll git ta all that other stuff after ya stick that thar sword into this here slot, an' scatter sum ashes th'way it sez ta!"
Duhwoo is leaning on the statue, pointing at the sword-blade slot...

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Yea i forgot it was a divine spell.. Vuvu has UMD though..
Know Religion: 1d20 + 25 ⇒ (3) + 25 = 28
Man i cant get above a 30 on knowledge with mid 20's on all my modifiers lol..

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I would assume Vuvu takes 10 for a 31 w/heroism.

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Duhwoo, let us deal with known dangers before unknown ones. For the sake of others who might find this place, if nothing else.

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There must be a physical structure where the body is interred. We should find and destroy it.
I suggest we start in the Sardisi crypt, and cast a dweomer of undead divination off of the staff.

drbuzzard |

Well anyone who makes a reasonable knowledge religion check (say 20+, don't really care that much) can read the spoiler.

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Lithuan detests unquiet spirits.

drbuzzard |

For the sake of brevity, you go back to the room the Nemhain was found in, and smash the crap out of the column it initially came out of. Inside of the broken masonry you find some female remains.
Ok, Nemhain done. Happy?
Now get yourself on the map so Duhwoo can stick the sword in the slot and we can end the bloody module.

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Ok, Nemhain done. Happy?
Giddy like a schoolgirl

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.
Duhwoo gave the sword to Lithuan -- he doesn't feel qualified for major arcane stuff that might come up when the insertion is done...
(I cannot move things on the map when I'm on iPhone, and the network is down for my regular machine.)

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I knew I had the sword. That's why I got to say deal with the Nemhain first :) .
I insert the sword in the slot.

drbuzzard |

I moved two of you because the medusa statue is on the west side of the room. I should have had the east side blacked out since it's a door.
Lithuan sticks the sword into the slot in the statue. It slides in easily, a sharp click reverberating about the chamber as it locks in place. At this time, the stone block at the chamber’s eastern end descends to reveal an alcove wherein stands a second medusa statue.
The medusa statue animates and attacks. I need initiatives.
1d20 - 2 ⇒ (11) - 2 = 9 great, a ponderous statue

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Init: 1d20 + 8 ⇒ (18) + 8 = 26
Sorry flipped my east/west
My Arcana: 1d20 + 15 ⇒ (13) + 15 = 28

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(Ahem, so is it the West or East statue attacking right now? The way I read the description, I think it is the Eastern one.)

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.
Duhwoo's Initiative roll: 1d20 + 2 ⇒ (20) + 2 = 22 (a fine use of my 20 for the day...)
"Guess Ah shoulda brung a mallet'n'chisel..."
I think *both* medusa statues should activate! (sorry for delay -- BlueManGroup puts on a great show!!)
what buffs remain from the previous castings of Stoneskin, Protection from Energy (fire and cold), Fly, and Heroism?

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As long as sidetracks didn't take more then 30 min everything should still be up.

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Avoreal casts Disintegrate DC 28 and follows it up with a Quickened Scorching Ray..
Ranged Touch: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 30d6 + 1 ⇒ (1, 3, 1, 4, 3, 5, 6, 2, 2, 6, 4, 2, 4, 3, 2, 6, 4, 3, 3, 6, 2, 6, 6, 1, 1, 6, 5, 3, 1, 6) + 1 = 108
Save Damage: 5d6 + 1 ⇒ (5, 1, 2, 2, 2) + 1 = 13
Ranged Touch: 1d20 + 15 ⇒ (11) + 15 = 26
Ranged Touch: 1d20 + 15 ⇒ (15) + 15 = 30
Ranged Touch: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 4d6 + 1 ⇒ (6, 4, 4, 5) + 1 = 20
Damage: 4d6 + 1 ⇒ (4, 3, 6, 1) + 1 = 15
Damage: 4d6 + 1 ⇒ (4, 4, 3, 2) + 1 = 14

drbuzzard |

fort save: 1d20 ⇒ 4
The statue is rendered into a pile of dust. Module over.
In normal practice the statue is given a beatdown and it explodes which leaves ashes which can be used to get some more details on what you already know, but since disintegrate doesn't leave enough to explode (especially when you take it to -30) there's nothing for you to work with. Module over, go back to town.
The sword is sitting amid the pile of dust. Is someone going to pick it up?

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May the fours be with you!
"Git ready to tell li'l windy to grab the sword, Miss Starseeker, an' then ask it how it feels when it's handlin' it!"
Before any party members touch the new sword, a handy air elemental appears (via wand) to see if it is dangerous to handle...