DaWay
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Outlander Gear, Great Axe, Plate Mail x4
I'm giving you a full rest because you are going to need it.
Along your trek a side path beacons you, from the darkness you hear:
A soft feminine voice sounds out in your mind suddenly, faint and distant.
“Hello? Is someone there … ? Oh please, I need your help! I have been trapped in the dark for so long … so very long. Please, won’t you help to free me?”
| Bryn y Rhosynmelyn |
So you "heard" it too? It's always better to investigate than regret. I know the last battle was rough, but we've recovered, Bryn concentrates his thoughts, Maiden, can you hear me? Can you give us clues to where you are?
Bryn will expend a use of his divine sense to see if there is anything in the dark trying to fool them.
If this is the part I think I'm excited, and Ril should be too.
| Bryn y Rhosynmelyn |
We should take as much as we can carry, the platemail is 1500GP each. Outlander gear would be 4 each of musical instruments, staves, hunting traps, traveler's clothes, and a total of 40GP.
I can carry 2 platemails, but that's it. It'll drop my speed to 20ft. You guys deal with the other gear, but if we hit traders these will save our skins.
| Lenthus Dilwam |
We should give the travelers clothes and staves to NPCs (I say Eldeth, Jimjar, Topsy, and Turvy), and get some of them to carry the hunting traps. Whoever wants to can have an instrument (I say they should be Drums. Fits for Orogs), and the strongest of us or Eldeth should carry the remaining plate mail.
| Bryn y Rhosynmelyn |
Better yet, the NPCs can carry the plate mail. Even the weaker ones can pull it behind them with rope. I'd gladly sacrifice my rope for that use. That way it doesn't burden us in a fight and gives them something more to do. Ront might even fit inside a set even with disadvantages with it not being exact.
| Ghiv Masdara |
Hmm. Best to mind our own business I think. No telling what manner of creature calls to us. Ghiv cautions.
DaWay
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The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn’t respond to any queries. As they follow the voice, a narrow side passage takes them to a dirty marble wall with a deep-set door made of bronze-encased stone, green with age.
Everyone make sure you are rested and prepared for this part, in the two irl games I have run it is particularly deadly, but the reward is well worth it.
| Bryn y Rhosynmelyn |
I have made it this far once, so I'm ready. I will say I will not be giving suggestions inside, though I will gladly be volunteered for things that make sense.
This place seem ominous enough... it must be the place, Bryn says, Should we proceed without torches? I can bless my weapon to aide Ril's vision if need be once inside. Someone will need to guide him in the dark.
Bryn turns to the NPCs, You lot stay out here and keep watch. If there is trouble coming this way shout for us and hide.
| Atendarius Kraye |
Aten grimaces at the voice invading his thoughts. I don't appreciate my mind being used without my consent! Still, he can't help but be curious and follow the others.
"Right, in we go then! Stay on your guard everyone, this is much too coincidental and eerie for me."
| Atendarius Kraye |
Strength Check: 1d20 - 1 ⇒ (19) - 1 = 18
Aten rolls up his sleeves and takes his own, more serious turn at it. Magic flowing through his body and infusing him with a great strength than usual.
I'm sorry, I just had to when I saw my lithe half-elven sorcerer was going to have a higher strength check than our Paladin! :P
DaWay
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And with a gentle ramming of his shoulder, Bryn discovers the door rotates on a central axis point instead of a hinge.
1. Entrance Room
A stone diorama stands to the right of the entrance, depicting the sorcerer Brysis Khaem as a Netherese noble in her prime, surrounded by attendants, slaves, and other trappings of wealth and power. A vista of fantastic floating cities covers the wall to the left of the entrance.
Staircase and Landing
Across from the entrance, empty stone torch sconces flank a dusty staircase descending 20 feet to a landing. Set into the back wall of the landing is a Netherese calendar stone. Beyond this landing, the staircase resumes its descent, stopping at three more landings of bare stone and descending a total of 100 feet before arriving at area 2.
| Lenthus Dilwam |
Lenthus moves over to examine the calendar, readying an eldritch blast at the first this to make any hostile moves.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Investigation: 1d20 + 4 ⇒ (8) + 4 = 12
| Ghiv Masdara |
Ghiv follows along and says We might be intruding on someone's space here. Best we mind our P's and Q's yes.
| Ghiv Masdara |
Kn:Religion: 1d20 + 2 ⇒ (10) + 2 = 12
I do say chaps, this place looks disabused. Whomever was here certainly left it in a mess. Not fit for living in my opinion.
DaWay
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Having determined the room is safe Aten opens the door:
Stone blocks standing against the western and eastern walls are carved with niches, inside which rest a dozen clay canopic jars containing desiccated organs. In the middle of the room rests a wide stone sarcophagus atop a black marble bier. The lid of the sarcophagus is inlaid with dust-covered mosaics depicting great floating cities high avove a beautiful landscape. The lid of the sarcophagus looks incredibly heavy.
| Ghiv Masdara |
This is a bad idea. Ghiv warns
| Lenthus Dilwam |
"Axthres, could you touch the sarcophagus?"
"Fine. If I die though, I'm blaming you."
Surprisingly, he has a really good chance of surviving this. Less hp, but immunity to poison and fire.
If nothing odd happens, Lenthus will help the others open the sarcophagus.