
Tatsuo Arashi |

Tatsuo strokes Sora's scales, murmuring a few soothing words in draconic to her. He then starts to look around to make sure there are no other undead threats hiding about, ready to strike.
Tatsuo: 1d20 + 3 ⇒ (12) + 3 = 15
Sora: 1d20 + 4 ⇒ (18) + 4 = 22
He also casts detect magic.

DM of the coins |

Now that the undead have been dealt with, the group is free to explore the room better.
on the floor in the center of the lower level lies what appears to be piece of parchment and three black stones.
as you examine the crypts they are comprised of small doors spaced about three feet apart. there are a total of 72 crypts in this room.
along the southern wall on the upper walkway are the crypts of Kragor NeMoren's sons. the tombs then proceed through the generations clockwise around the room, with the last chamber in the northern wall of the upper level, followed by the first chamber in the southern wall of the lower level.
23 crypts along the western and northern wall of the lower level remain empty, waiting for future generations, that apparently may never come.
The name on the crypt in the southwest corner of the lower level reads Paytro NeMoren, but his body does not rest inside, beside this crypt is another empty crypt bearing the name Amelia NeMoren.
However her name is scratched over and..."Always Lisette" is hand carved on the door instead.
Of the opened crypts it is apparent that they were opened from the inside (these are where the skeletons and zombies came from. only one door has a plaque that is readable, bearing the name "Kristian NeMoren"
a zombie that appears to have been clad in a dress that emerged from the crypt of Kristian Nemoren has a magical ring.

Mickey Carver |

Mickey goes through and thoroughly checks every doorway and room, with a cursory casting of detect poison at each doorway.
20 + 6 = 26
Taking twenty on perception.
Reeves and Premi take to a corner and begin playing some kind of game with Reeves swinging from Premi's massive paw.

Tatsuo Arashi |

Tatsuo moves closer to the Kristian zombie to examine her ring.
Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
But has no idea what it is.
"We seem to have another magical ring over here. I don't recognize it. Would someone else care to take a look?"

Agyen |

I am sorry to have to do this, but I will be pulling out of this game. I'm starting a new semester at school and I'm taking 20 credit hours, and I fear with too many games I'll be too distracted to focus on school. I'm sorry to do this so suddenly and leave a gap, but my schooling is more important. I wish all of you the best of luck!

DM of the coins |

Letha...taking 20 using what, Appraise? Spellcraft would also be applicable concerning the parchment. but I don't believe you can take 20 on spellcraft.

DM of the coins |

Conner you detect faint transmutation magic on the ring, as you examine it you can make out tiny symbols of winged feet.
you recall something about this being a telltale trademark of a ring of jumping

Mickey Carver |

Mickey goes through and thoroughly checks every doorway and room, with a cursory casting of detect poison at each doorway.
20+6
Taking twenty on perception.
Reeves and Premi take to a corner and begin playing some kind of game with Reeves swinging from Premi's massive paw.
Eh? Anything? ;)

DM of the coins |

sorry Mickey, I will assume only checking the doors already opened? the closed doors are still sealed.
you do not find anything magical but your search does seem to turn up an old torn piece of a map.
you also find a silver ring with a blue crystal stone set on it.

DM of the coins |

strength check DC 20: 1d20 + 3 ⇒ (4) + 3 = 7
Mickey slams his foot upon the sealed door of an unopened crypt. but all he does is feel the vibrations through his leg just seconds before it registers as pain.
you lower your leg and limp away, for now.

DM of the coins |

anyone interested in the stones and the parchment? I think someone picked them up, didn't they?

Tatsuo Arashi |

Oops, forgot to respond to the implied question about healing Sora.
"I think Sora is ok for now. I'll make sure to stick close to her in case she needs healing."
Tatsuo pets Sora's muscular neck while he watches the others attempt to open the sealed crypt doors.

DM of the coins |

the parchment is a used scroll of Animate Dead
the stones are onyx gems, each worth about 50 gold
for those searching the unopened crypts.
It takes some time but you manage to break open more crypts. finding nothing but bones. several crypts are empty.
DM hint...you found all there is to find in here, the key clues in here were: the scroll, the map, and the scrawled message on one of the crypt doors

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Taking 10 on Appraise. Don't have it trained, so the result is 10.
Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
Letha hands one stone and the parchment to Jaroslav. "Common gems, I think" and advise that they use some help with their analysis (Guidance or Aid Another). She then explains to Mickey that the ring is a Ring of Jumping.
She then moves up to the door at (6).

DM of the coins |

have finished in the crypt, the group moves on. Letha apparently leading the way.
as you ascend the stairs you are confronted by a massive stone door. there are no visible keyholes or handle. It stretches from floor to ceiling.
To the immediate left of the door is a small niche in the wall. A small crystal sphere sits in this tiny alcove. Light dimly radiates from the sphere, giving the doorway an eerie glow.
the crystal sphere is about 4 inches in diameter.

Tatsuo Arashi |

Finally close enough to see the light source, Tatsuo examines it.
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19

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Conner also looks at it and tries to help tatsuo figure out what the glowing rock does, afterwards he goes to check out the niche spellcraft aid another: 1d20 + 7 ⇒ (4) + 7 = 11 perception: 1d20 + 4 ⇒ (8) + 4 = 12spellcraft niche: 1d20 + 7 ⇒ (1) + 7 = 8 perception (niche): 1d20 + 4 ⇒ (7) + 4 = 11

DM of the coins |

the crystal sphere is giving off a dim glow and it appears to be the effect of a light spell but diminished some.
Tatsuo you seem to recall that long ago jungle elves from the Mwangi expanse created spheres similar to these. they were aptly named Orbs of light.
Once Tatsuo identifies this Conner you are able to recall that these orbs are activated simply by holding them in your bare hand. your body heat will increase the light shed by the sphere to the equivalent of a daylight spell.
assuming you are also up there...
you notice that the sphere is the exact same size as the circular indentation at the bottom of the pool in the other room where you had the disfingering conversation.

Mickey Carver |

Mickey and Premi both exhale through their nose and begin looking over the door. Reeves looks underneath to see if he can see anything. Not that he could communicate it, but Mickey wasn't going to tell him not to.
1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11Premi aid another Percep
1d20 + 6 ⇒ (20) + 6 = 26Mick Percep

DM of the coins |

@Mickey:
The door is sealed all the way around. and is a heavy stone doorway. your search does reveal that it lowers into the floor to open.
possibly needs a magical means to open

Tatsuo Arashi |

Tatsuo turns to Conner. "Since you need both your hands, I would suggest letting me carry it." With that, he picks up the sphere, and then checks to see if there's anything else in the alcove.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4 Haha, nope.
In brightest day, in blackest night,
No evil shall escape my sight.
Let those who worship evil's might
Beware my power--Green Lantern's light!

DM of the coins |

assuming no objections...as Letha heads back with the sphere. and the daylight leaves the vicinity of the door it starts to close.
Back in the pool room...
Letha places the orb in the indentation at the bottom of the pool and the glow of the orb spreads through the water. it begins to swirl around in a counter clockwise pattern. after a few moments the swirling stops and the water smells ans appears pristine and pure.

DM of the coins |

As Letha removes the orb the orb again glows to the brightness of a daylight spell at her touch. the water returns to its previous stagnant dirty condition.

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Letha returns to the now-closed dooe and re-inserts the orb in its original holding place, the nocks a normal arrow and moves to the other side of the door that has now opened. There is no sense in Stealth, as we already opened the door once."

DM of the coins |

Ok lets slow up a bit wait for some of the others. waiting to see if anyone had cast detect magic on the pool

Tatsuo Arashi |

Tatsuo won't cast detect magic on the pool unless someone later decides they want to drink from it.
Tatsuo goes to wait with Mickey. When Letha comes and puts the orb away again, he goes to pick it up, and gets ready to move into the new territory.
I'm assuming that the orb being in its original holding place isn't what causes the door to open, and that the only reason why Letha put it down is because she uses a bow. If I'm wrong and the orb does need to be there, he won't pick it up.

DM of the coins |

Cooner, I am going with you casting detect magic while the orb was in the water per Letha's request. this is like a short Retcon to ensure you guys got the necessary information needed based on your actions
the orb radiates evocation magic (daylight spell)
the water raditaes conjuration (healing) magic when the orb is in the pool. the magic goes away when the orb is removed
I need a spellcraft DC 17 to identify more spefics of the pool.
The orb radiates daylight when held but is reduced to light when not held.
also the brass ring reacts with the orb daylight effect creating a mild vibration and humming sound. (-5 to stealth checks if worn while in a daylight spell effect)

DM of the coins |

the water is equivelant to a cure light wounds potion, but it will not keep its magic if removed from the pool unless it is carried in a stone contaner. any other vial will cause its magic to disappear instantly once removed.
there is enough water to fuel 9 potions (was enough for 10 but your experiment cost one useage by placing it in a regular vial)