Rokgurn
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@GM Otha - Just to clarify that we found nothing of value on the corpse of 'Dear Sister'? If we are unsure my character can have a look.
Yuri Twobeards
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As Jack improves Yuri's apparel Rokgurn offers to toughen Yuri's skin against attacks.
Assuming that Yuri accepts Rokgurn will cast Barkskin on him.
(Barkskin cast at CL 15 for duration with a magnesium power component and extended with a rod. +5 AC for 5 hours.)
Now hopefully corporeal opponents will need more than a 2 to hit the Barbarian. :)
Yuri accepts Rokgurn's assistance with a slightly suspicious glower. "Ye ain't bewitching me, is ye?"
Raging AC with haste is now 35. Not bad for a barbarian!
Rokgurn
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If there is no objection Rokgurn leads the party up the stairs. He asks the bard to change the setting on the medusa head so they can try another path.
@GM Otha - We might as well move the action along. We are going to check out all the remaining paths so please select the next setting. :)
Rokgurn laughs at Yuri's response.
"It is as natural as the bark of a tree or the stones of a mountain top if you prefer."
@Yuri - 35 AC is not terrible at this level so that means it is terrific for a Barbarian who are generally AC challenged at the best of times.
Daathiel
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"You can go ahead and press the button, Rokgurn. Is there a particular reason you need me to do it?"
Rokgurn
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Rokgurn shrugs.
"The bards I know like to play with these types of magical devices but sure I can handle it."
Rokgurn gives the device a once over (Perception check of 39) before changing the tiles to the setting of the Medusa face mocking with a forked tongue. His elemental form hovers just slightly above the ground as he does so.
| Whisper softly |
Whisper sagely retreats to the safety of his cage at the mere mention of playing with the tiles again.
GM Otha
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Once back at the top of the stairs, Rokgurn presses the mocking Medusa face...you sense no change in the mist or the stairs...but when you go down the stairs, you find yourself in a different place. From the entry stairs, Daathiel senses no traps...
The corridor splits into forks heading east and west. Broken marble fragments lie strewn across the east and west alcoves. The fragments suggest rather beautiful sarcophagi once stood in these areas, apparently obliterated by a powerful and malignant force. A magnificent marble sarcophagus, carved with all manner of sea creatures—dolphins, squid, sharks, shellfish, and merfolk—remains in the northern alcove.
Yuri Twobeards
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Yuri has shrunk back to his customary dwarven stature but he reloads another potion of enlarge person into his wrist sheath. "Just in case..."
Rokgurn
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Rokgurn nods as Yuri prepares. He loads a potion of Vanish into his own spring-loaded wrist sheath as he effortlessly floats along above the rest of the party.
Vladek Odradek
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"I hope this ring isn't cursed like that necklace?" Yuri asks doubtfully.
"Might I see?" Inquires Vladek, appearing once again with jarring suddenness behind Yuri after another lapse in his presence.
Spellcraft, Elven Witchcraft: 1d20 + 40 ⇒ (18) + 40 = 58
A Ring of Evasion? Sounds good to ME, if it's not cursed, I'm throwing my ticket in for it!
Qadathra
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Jack looked around at the various depictions of marine life and brought a finger up to start tallying. "Didn't eat one. Ate one. Ate one. Ate one..."
Qadathra, meanwhile, abruptly settles on Jack's ample shoulder to study the sarcophagus with him.
Ahh, is that a Port Jacsdottr's Shark?...and a waffle-kraken, and...wait, did you really eat a MERMAID?
He now twists his curious gaze to meet Jack's.
What was it like?
Alie Saechel
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”So anyone feel like checking that sarcophagus for traps,” Alie said, looking at the next object ahead of them.
Daathiel
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Daathiel will examine the nautical-themed marble sarcophagus.
Take 10 for a 48 - don't have Heightened Awareness up at the moment.
GM Otha
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While Jack & Qadathra talk of edible nautical creatures, Vladek detects, with certainty, that the ring is not cursed...
Daathiel sees, chiseled in delicate script on the lid of the nautical-themed sarcophagus in the northern alcove, three names and sets of dates:
Malachi Voxus Adella, 4372–4422
Trepso Voxus Adella, 4374–4438
Lexana Voxus Adella, 4378–4449
...along with the phrase, We Shall Not Be Mocked.
Opposite the northern alcove stands the Voxus mocking medusa in bas-relief on a massive stone block that fills the entire wall — perhaps a door to the family’s vault? He notices spherical indentations where the medusa’s eyes should be...and recalling the 'cursed but not-cursed necklaces' from before, he thinks those might've fit perfectly in the hollow...
He also detects a magical trap upon the same stone block/door...
Daathiel
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@GM - Daathiel has only a +27 Disable Device (+29 with Heroism). That line in the character sheet is ranks/total bonus.
He will attempt to disable the magical trap.
Disable Device: 1d20 + 29 ⇒ (11) + 29 = 40
GM Otha
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Ah, my bad, misread that...
Daathiel tenderly and deftly defuses the dangerous trap by jiggering with the indentations within the medusa's eyes with his tools, making the door safe to open...
Rokgurn
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Rokgurn nods as the magical trap is ably disarmed by Daathiel.
"Perhaps you should use the necklaces to open the door?"
GM Otha
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@Rokgurn: You don't have the necklaces; the necklaces were deemed cursed as they caused persistent nausea (3d6 damage) and were left behind. Daathiel also perceives that the necklaces were for disarming the trap as opposed to opening the door...
Rokgurn
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Roger that. My character does not have Disable Device trained but has very high perception so jumping to that conclusion is logical if incorrect. ;) He is also an Engineer by trade so the whole idea of these mechanisms that move stone blocks fascinates him.
Rokgurn waits patiently but with a high level of curiosity as the bard fiddles with the trap.
Daathiel
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Daathiel will try to open the door using Open/Close.
If it is locked in addition to being trapped, then he will get out his tools again.
GM Otha
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Daathiel uses his open/close spell to open the door from a distance...it opens to reveal the following...
Lining the walls of this vault are six large, padlocked iron chests, each securely fastened to the floor...there are no traps, and Daathiel easily picks each of the 6 padlocks...
Within the chests are a total of eight platinum ingots, 24 gold ingots, three bags each containing an assortment of 150 medium-quality gemstones, and a fourth bag with 50 high-quality gemstones...
There's also a leather sack containing a periapt, six potions of cure serious wounds, and three potions of water breathing...a leather bucket containing four scrolls of cure serious wounds (CL 12th), a scroll of irresistible dance, a scroll of transformation, and three centuries old maps of the Taldor/Qadira frontier, bracers, a longsword, a gem, gloves, and six marble figurines of merfolk...
Vladek Odradek
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"Ahhh, we've reached THIS part of the journey!" Quips Vladek, his eyes twinkling themselves like large opals as he pores over the treasure....
@DM: Are any of those gems worth at least 1,800 gp? It is important.
Spellcraft, Elven Witchcraft on (add +4 to all the following rolls for purpose of detecting curses):
periapt: 1d20 + 36 ⇒ (2) + 36 = 38
bracers: 1d20 + 36 ⇒ (5) + 36 = 41
sword: 1d20 + 36 ⇒ (12) + 36 = 48
gem: 1d20 + 36 ⇒ (20) + 36 = 56
gloves: 1d20 + 36 ⇒ (8) + 36 = 44
figurines: 1d20 + 36 ⇒ (14) + 36 = 50
...and the bucket!: 1d20 + 36 ⇒ (13) + 36 = 49
"You know, it is a bit odd how seldom the Society Chronicles make any mention of buckets of any kind...."
GM Otha
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Vladek: Among the normal gems, no single gemstone is worth more than 500 gp; however, if it matters, the magical gem of brightness you identify is worth 13,000 gp and each platinum ingot is worth 8,000 gp...
Vladek expertly identifies the following items:
a periapt of wound closure
bracers of armor +4
a luck blade with one wish (longsword rather than short)
a gem of brightness (38 charges)
gloves of dueling
In addition, he discerns the figurines to be worthless (someone cast an aura of magic on them) and the leather bucket to be rather ordinary...
GM Otha
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Vladek, I think faction sheets are generally done at the end of the scenario/module but, should you fail a death save by 1 in this module, I'll keep that in mind... :)
Vladek Odradek
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a Gem of Brightness (38 charges)
"Stunning," Declares Vladek as he admires the Gem. That being said, I honestly question whether its power is up to the task of whatever horrors lie ahead in this place. I should like to hold onto it, however - I know of others who would greatly prize such a find." After pausing to consider, however, he gingerly proffers it to Daathiel. "You and I have some colleagues in common, I take it? You may hold onto it if you like."
"This...now this is greater magic. Certainly much more useful. Whosoever wears this need not fear death from festering wounds - provided they are not fatal outright, of course - and the natural healing powers of the body shall be accelerated twofold. Free to a good home, of which I see many before me," He declares as he jangles it before the party.
[i]Bracers of Armor +4
"Very nice," Vladek declares of the bracers, although his enthusiasm seems limited. He holds them down in front of Alie with what might almost be interpreted as an apologetic expression (it's very hard to tell with Elves). "I can take them if you don't want them."
Gloves of Dueling
"These have their uses for us all, I daresay, but they are properly a warrior's gloves, no question. Grasp a weapon in these gloves, and precious little can take it from you - and any true master of weaponcraft shall find that mastery heightened even further! Not sure present company features such a master, though. Still," He trails off as he holds the gloves before Jack and Yuri for their perusal.
In addition, he discerns the figurines to be worthless (someone cast an aura of magic on them)...
"HA! A charlatan's work! Mr...Senator, was it? Perhaps one of your entourage could spare a bit of pack-room for these knickknacks..."
...and the leather bucket to be rather ordinary...
Vladek just frowns in disappointment at the bucket, before it becomes a soft smile.
"Master Bucket, you have served well. Carry on."
a Luck Blade with one wish (longsword rather than short)
Vladek looks the sword over before moving on to study the other treasures...but eventually he does a double-take at it, and studies it again, slowly, hesitantly, and silently, as if he simply cannot believe what he is seeing.
"This..." He finally says at last, voice trembling like you have never heard it before. "...can only be one of the fabled Blades of Good Fortune. I believe this one to be Elven-made. It is a fine, fine enchanted weapon, of course, but greater still is the phenomenal luck it bestows, such as has been known to turn the tides of entire battles in the space of a single breath. But greater still even than that..." He speaks as though a lump is rising in his throat, and points gingerly with a single spidery finger to the lone brilliant diamond on the sword's pommel. "Is THIS." He looks at it, looks like he is about to say something more...but instead says nothing, and looks at the others.
"Does...anyone...object...if I hold onto it, for now?"
Yuri Twobeards
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Yuri has no use for any of the magic items but he eyes the platinum ingots with appreciation. "We dwarves know how to make use of such fine materials. Here, why don't I, uh, carry those? They could be a bit heavy for the rest of you..."
Rokgurn
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Rokgurn nods to Yuri.
"Feel free to carry as much as like of course but we do have the Portable Hole of course and several bags of magical storing scattered among the party if you do change your mind."
"It is a pretty nice haul."
Yuri Twobeards
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Yuri stares at Rokgurn, the portable hole, and back to Rokgurn. "You want to put my - I mean our - beautiful platinum in THERE?!?"
Daathiel
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Daathiel is not all that excited about finding loot, though he appreciates Vladek's enthusiastic descriptions and is somewhat fascinated by the Luck Blade.
"Vladek, you may hold onto the gem."
I have to dig around to see if I have been tracking a Faction Journal Card for Daathiel, and what season it would be from.
"We are still looking for a Sister's Keepsake and Thraillius’s voice. Perhaps in the sarcophagus itself? Yuri, if you wouldn't mind opening that?"
Yuri Twobeards
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Yuri heaves it open.
Alie Saechel
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Alie stays back at a distance, not wanting to get entangled in whatever trap might jump out at them this time.
GM Otha
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Within the sarcophagus are three mummified corpses—two men and one woman—stacked one atop another, as the interior was designed for a single occupant. The only items of value are platinum rings bearing the mocking medusa crest on each body’s left hand...
Qadathra
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Within the sarcophagus are three mummified corpses—two men and one woman—stacked one atop another, as the interior was designed for a single occupant.
There is a barely-audible airy squeak as Qadathra gasps.
Egad! It's one of the fabled 'Clown-Coffins'...!
Vladek Odradek
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Vladek examines the rings as carefully as he can without reaching in....
Spellcraft, Elven Witchcraft (+4 for purpose of detecting curses):
#1: 1d20 + 36 ⇒ (10) + 36 = 46
#2: 1d20 + 36 ⇒ (15) + 36 = 51
#3: 1d20 + 36 ⇒ (4) + 36 = 40
GM Otha
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Vladek detects no magic on any of the three rings nor does he find any curses...but he can easily see they are valuable (worth around 300+ gp each)...
There's really not anything else to do in this crypt...are y'all ready to move on?
Vladek Odradek
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Vladek looks back at his comrades, then back to the mummies, then back again to the party. He somewhat absentmindedly fishes a large, beautiful hourglass out from his Haversack.
"Have we got about 1/6th measure of these sands to spare? I've got an idea, but I will need that much time in uninterrupted concentration...."
I've got 1 speak with dead prepared - 10 minutes, then up to 7 inquiries; think it's worth it?
Daathiel
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"Is there something specific you wish to know? Something they would have been aware of during their lives? There are many bodies in this tomb, so if there is a reason you wish to focus on these three, I am curious as to what that reason might be."
Vladek Odradek
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"Well, they're here before us, they're not...of a disagreeable demeanor, it is reasonably likely they would know as much of anything as anybody else interred here, and speaking of interment, don't tell me the peculiarity of their accommodations does not, itself, pique your curiosity."
Daathiel
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"They might not know anything about their accommodations, as that would have happened after their deaths. Well, hopefully. That's all."
Daathiel does not support or oppose spending 10 minutes here.
Vladek Odradek
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"Perhaps not - but were they to be informed, they might well have some idea why this has become of them. They might, then, even have further opinions of, and requests regarding, the matter. The dead are not known to be the best at repaying favors, but even so, it can sometimes be worth it for them to owe you one!"
Rokgurn
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"I suggest that we move on. We can always backtrack here if we need to and speak to them. Stopping in a tomb for curiosity sake is generally not a good idea."
As Daathiel has mentioned there are a lot of bodies to speak to in here. I mean it is a tomb after all. :) There might be a logical time in the adventure when we will want to take a longer break (to fill empty spell slots or cast a long casting time spell for example) and if that is the case then we can come back here.
GM Otha
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I’m guessing y’all will move on...unless I hear otherwise, I’ll move us forward tomorrow, assuming you’ll go back up the stairs and try the remaining Medusa head button...
Rokgurn
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Sounds good. We will square all the remaining loot away before moving upstairs again to try the last path.
GM Otha
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Having done all you can in the Voxus Crypt, you ascend the foggy stairs and, upon reaching the top, you depress the cross-eyed Medusa emblem and descend once more...
This sad vault stands as testimony to the alarming mortality of Adellan offspring during the last thirty years of the House’s existence. Opposite these stairs is a large stone door.
You detect no traps. A cursory glance reveals over two dozen small sarcophagi in this room; some hold more than a single occupant, as indicated on the lids. From the carved dates, it is obvious no occupant made it past the age of six—many were actually infants.
Alie Saechel
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Alie casts detect magic and slowly starts scanning the room, hoping to notice anything that might be hidden from quick view.
Rokgurn
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Rokgurn nods to Alie seeing that she has the magical angle covered. He uses his eagle eyes, bat ears and unique druidic abilities to ferret out any hidden creatures.
(Take 10 on Perception is 39. Blindsight 40' and Spirit Sense engaged.)
Spirit Sense (60' Cone - Detects Undead,Incorporeal,Ethereal, Astral,Outsiders or Fey creatures).