The Half-Dead City
(1 of 6): In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a rival adventuring group intent on keeping one tomb’s treasures for themselves. At the same time, the heroes learn that a potent artifact, potentially capable of animating the dead, has been stolen from the tomb. Can the adventurers defeat their rivals, or will they join the undead defenders of the city’s necropolis?
current map 1st floor map
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
"We appreciate your interest, but we would not want to be responsible for your untimely demise, surely you understand. Also, our writ is only good for our group, and having you along would make the whole event merely illegal grave-robbing. You'd end up hung for certain, even if the ghouls and ghosts didn't get you."
The trio shrugs and returns to the City of the Dead as you return to the City of the Living. "We will see you safely out. OK, maybe someone else needs help."
Asaran keeps his defenses up, watching for any signal that might pass between them... only relaxing as they leave. He pauses a moment, exhaling his tense breath, before saying, "I do not trust them... I can't help but think that they were denied a slot, and look to steal ours. It may be wise to warn the officials at the temple about these jackals."
As the group arrives at the temple, they see an acolyte of Pharasma come up to greet them. You check in around mid-day, and the temple seems to be quiet.
Asaran and Iskender notice a few pieces of hair falling out in very small clumps from their head.
DC 15 Heal:
They seem to be sick and changing color to a pale color.
DC 20 Heal OR DC 20 Religion and made the last DC15 Heal check:
Definitely a vargouille disease. The victims may be slowly becoming a vargouille.
Iskendar, asaran, are you feeling alright? you look ill.
heal:1d20 + 8 ⇒ (15) + 8 = 23
know religion:1d20 + 8 ⇒ (7) + 8 = 15
quickly she examines them, growing pale herself.
I think you have both contracted a disease from the vargouilles. It must be cured or...you will eventually become one. This is beyond my healing, we must seek a more powerful cleric.
The temple of Pharasma seems to get excited at the prospect of a nasty disease. After much consultation, they return with Sebti the Crocodile. She returns and gives you a look of concern.
"Left untreated, this disease could likely turn you into flying, bodiless undead. For 400gp each, we should be able to cure you. If you do not have the amount right now, you can probably owe us until your explorations bear more fruit."
Asaran says, "Those things weren't undead. I know undead... followers of Anubis loathe them." He then shrugs, "But I know little of magical diseases... and I'd rather not have my body wither away leaving only a head behind."
Sebti nods: "Whether you wish to have treatment is up to you. I am told consecrated holy warriors have nothing to fear from vargouilles in terms of changing into flying heads."
Refreshed and healed after a day off, you return to the Manor. It is quiet as you retrace your steps inside through the back door. You return to the top of the steps, and consider which rooms to investigate on the second floor.
I think you have investigated the two even rooms. The three odd numbered rooms remain.
Checking out the rooms upstairs you begin to find some treasure.
Buried amid the debris in the first room is a large
darkwood box (Ariseti’s hope chest) worth 100 gp. Inside
is a white silk Osirian wedding robe that is extremely
fragile with age. Asaran notes that any attempt to remove the robe
from the chest will ruin it, but make whole, mending,
or similar magic cast upon the robe prior to handling
completely restores it. If preserved, the robe is worth 150
gp. The chest also contains several pieces of inexpensive
jewelry worth 35 gp in total, and a strand of freshwater
pearls worth 200 gp. A small sealed tube contains five
applications of kohl of uncanny discernment.
Finally, a long scroll tube holds a rolled-up papyrus
painting—a self-portrait of Ariseti, accompanied by
her signature in Ancient Osiriani. Unlike the wedding
robe, the painting has been protected from air for many
years and can be safely handled without damaging it. It is
worth 80 gp to a collector.
A few minutes searching the next room turns up
a Small rusted dagger, a handful of marbles, and a small
lacquered wooden box. The lacquered box is an ancient
board game whose rules have been forgotten over time.
Inside the box are several small, carved stone playing
pieces. The box functions as the game board. To an
Osirionologist, the game is worth 50 gp as a rare antiquity.
Finally the master bedroom looks even nicer than the others.
This spacious room has entrances in the southern and eastern
walls. The aged remains of dressers, a large bed, and a divan
lie in ruins. The husk of large hornet’s nest, gray, papery, and
devoid of life, occupies one corner of the ceiling. The spaces
in the northeast and northwest corners appear to be closets.
Their wooden doors have all but fallen off their hinges, and
heaps of disintegrated fabric mingle on the floor. Between the
closets stands a single lacquered dresser covered in dust.
Close examination by the alert ranger and archeologist discover that
the dresser has no actual drawers, only handles
on the front face, which is carved to look like drawers. The
entire fixture is more akin to a box with an open back.
When placed against the wall, the dresser conceals a
bronze chest, which is revealed when the dresser is pulled
away from the wall. The chest is tarnished, but otherwise
in perfect working order.
No traps are found on the chest, but an exhaustive search of the nearby bedroom turns up the key.
The key opens the chest, which now can be opened if the outer part is lifted off the inner part. Carefully examining this, there is a mechanism which triggers an insidious trap.
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Finding the trap, Sunjeet nods and removes his loose gear, his chain-shirt and sets aside his heavy shield. He brings out his tools and makes sure all are in easy reach before setting to work on the trap.
"Best everyone back away in case I don't manage to contain this thing."
Once everyone is clear, Sunjeet concentrates to bring his luck to bear, butters a quick prayer and sets to work on the trap.
Sunjeet has an adjusted +16 with guidance and luck burning and without his armor. He will first attempt to take 10 on the trap. If that score of 26 fails, he will then use the roll below.
Pentheru was a businessman as
well as a noble, and the concealed chest served
as a safe for some of the family’s cash assets.
The chest contains 20 small gold ingots, each
bearing a seal.
DC 20 Knowledge
(history) or Knowledge (nobility) check:
You identify the seal as that of the Keleshite sultan
who governed Osirion at the time of the
Plague of Madness, 2,215 years ago.
Each ingot
is worth 25 gp.
In addition, a magical headband is concealed inside
an old hornet’s nest.
Using magical means, Iskender finds it is a Dead Man's Headband.
This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer's hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his CMD against steal and sunder attempts targeting his headgear.
"Twenty ingots at twenty five gold each is only five hundred, or is math different around here? Sure there are other items as well, but the ingots do not just cover it."
N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50
Sunjeet shrugs.
"Of course, all this work just to be able to cover debts... not exactly promising. And we'll likely have to sell the headband as well just to cover debts and expenses... Hopefully there is more to find."