Rokgurn
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Rokgurn shakes his head in Alie's direction. He is amused that they would have to utilise the proscribed method of exiting the tomb.
"I can think of several ways of exiting this structure without even blinking. The least glamorous would be to blast a hole right through one of the walls. That being said we can always set them up in Jack's pad (Portable Hole) for now. That bottle of air can come in handy after all."
"Daathiel, perhaps a nice song or dance would soothe their nerves a bit and put them at ease. I am going to put a couple of berries down for them to eat. Their diet of late has not been exceptional."
"I am certain that their father Lucius would be anxious for their return."
As the Druid speaks he examines the young ladies to determine their condition. He places a couple of Good Berries down a good distance away from the ladies so as not to frighten them further.
(Rokgurn's take 10 on Heal is 21)
Clearly rescuing the women is important to the plot and might grant a boon as well but only a truly heartless person would not at least try to help them out.
Daathiel
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"I could lecture them into a stupor, if you like."
Daathiel's archetype gives an ability he may have never used, Lamentable Belaborment. Though he does not yet have the ability to make his targets fall asleep so it isn't all that useful.
"The Portable Hole is a good option for now."
Daathiel will cast Good Hope on the party, making sure to also catch the girls. "This may raise their spirits."
I think putting their minds at ease is more Heal than Diplomacy, but Daathiel will try.
"We are here to help. You are safe now. Your father did not give up hope, and asked us to find you. We will get you home."
Diplomacy Take 10, Heroism: 10 + 22 + 2 = 34
GM Otha
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Rokgurn discovers that their necks bear fang wounds; you infer that as the pale lady had fed on them periodically, she must’ve done it with enough caution to preserve their lives—although only just. The Manvale sisters are mute and uncommunicative at first, traumatized by their ordeal and frightened of you.
As you minister to their wounds and weakness, with both spell and words, after initially shying away, they slowly acquiesce as your intentions become clearer; they warily reach for and eat the goodberries left by Rokgurn. However, they offer no guidance, as they keep chewing on fingernails or the ragged end of a sleeve, unresponsive to the your queries...
What do you do?
Party Status:
Jack (-1)
| Whisper softly |
Whisper pops his head out to look at the ladies. At the sight of the vampire bites he looks at them carefully for any traces of arcane signatures left behind by a previous enchantment.
(His take 10 on K-Arcana is 36 which is more than enough to identify the signs of any active spell effect still in place. His take 10 on K-Religion is 37 which should allow him to know about what types of magical effects a vampire could place on their victims.)
He communicates what he knows to Rokgurn through a series of natural sounding bird chirps (their shared language) so as to not alarm the young ladies.
Rokgurn
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Rokgurn listens to the chirping of his bird while he makes his own assessment of the sisters strange behaviour.
Sense Motive,Good Hope: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
In isolation Rokgurn is unsure what to make of their behaviour but combined with the fact pattern provided it becomes pretty obvious that they must have been under the control of the Pale Lady. If she controlled them through fear, magic or a combination of both he is not entirely sure. How else would she be able to feed upon them so readily without the possibility of them escaping during the daylight hours? He waits patiently for Whisper's report.
GM Otha
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We'll expedite the rest of this area as there's no other set encounters here...
Rokgurn confirms that the Manvale children are under the Dominate ability of the pale Lady; you realize that it will slowly wear off in time by itself...
While pondering what to do about the children, you warily explore the rest of the chambers, sensing no other creatures or trap present...
In the southwestern chamber, you discover a grisly site, the bloodless bodies of other shepherds, travelers, and unfortunates the vampire obviously abducted, and brought back here. You know now with near certainty what the funerary baton found upon the vampire was used for; as with the one Hanoris Dallum gave you to enter the Necropolis, she used hers to reenter the tomb after venturing forth to procure new victims to feed upon. There’s a mound of nearly four dozen corpses in here, filling most of the room...
As you spy an open and empty casket, you surmise the final chamber to the south is where the pale Lady spent most of her time...
Other than the Manvale sisters and the items you found from the vampire's remains, you find nothing else of significance...
What do you do?
Party Status:
Jack (-1)
Daathiel
|
"We will need a way to get these other unfortunate souls out of here for proper burial. Perhaps the Portable Hole, once the Manvale children are no longer in it."
"But let us search casket."
Daathiel will search the vampire's casket - perhaps there is a false bottom or something.
Perception Take 10: 10 + 37 = 47
GM Otha
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After a thorough search of the casket, Daathiel finds nothing of significance...it seems the vampire lady carried what few valuables she had on her person...
What do you do?
Party Status:
Jack (-1)
Rokgurn
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Rokgurn scans the room (including the corpses) for any magical auras. He looks around the room for any hidden doors.
(Detect Magic, Take 10 on Perception is 43 currently)
"Their bodies will be reclaimed much faster by nature if left exposed. I would not suggest moving these bodies now but we can come back latter to reclaim their bones without any concern of possible disease."
Assuming that we find nothing of interest I suggest we move on.
GM Otha
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Rokgurn detects no new magical auras among the room or corpses...
What do you do?
Party Status:
Jack (-1)
Alie Saechel
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”Im ready to go investigate what will happen after we place the four keys. We are so close now, I can feel it.”
Rokgurn
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Rokgurn nods.
"I agree. We should go try."
GM Otha
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The Manvale sisters slowly start to trust you...and you lead them into the portable hole and show them how to use the bottle of air...and then you set out to leave these caverns...
You move back into the chamber with the hole in ceiling through which you entered...
How do you maneuver through the hole in the ceiling?
Party Status:
Jack (-1)
Jack Blakros
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Jack hopped on the back of Tim and flew up to scout ahead and make sure nothing surprising was waiting for them on their return trip. "If we're good up there, then can just ferry non-fliers up. So long as Tim is giving the proper respect first."
Daathiel
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Daathiel can fly as well. He will follow Jack and Tim.
Rokgurn
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Rokgurn flies up as well.
(He can easily carry Yuri if needed as he has Ant Haul up)
"If I remember correctly Yuri is not exactly fond of flying oversized birds. But in all fairness he was brave enough astride a Giant Eagle."
Rokgurn and Yuri were together in the Passing the Torch series.
GM Otha
|
All of you make it up the hole in the ceiling...you make your way through the chambers and back up the misty stairs. You make your way over to the Medusa head carving in the floor from which you first arrived in the Tomb of the Iron Medusa...
Looking over the Medusa, you insert the key you found earlier into the keyhole in the right eye...the amulet you just retrieved from the pale Lady is a perfect fit for the starburst indentation in the left eye...the dagger you found in the fouled pool fits neatly into the thin slot of its mouth...and the gem you found in the skull fits snugly in the oval indentation of the Medusa's chin...
After inserting all four, the Medusa lights up...you all step onto it and "POOF"...
You arrive in this great, domed chamber standing atop a mosaic of the cross-eyed medusa in the center of the floor...
The ceiling of this grand chamber peaks forty feet overhead, and is covered with frescoes depicting the prophecy of Aroden’s return. In mockery of this, however, a massive fresco on the northeast wall depicts an infernal figure, black as soot, with the head of a goat and hairy bat wings. The devil holds a wicked-looking scythe in one hand and with the other feeds a brazier fire with pages from a book entitled The Prophecies of Aroden. A huge, defiled symbol of Aroden, its wings clipped bloodily, occupies the southeastern wall.
A 25-foot-tall iron statue of the Medusa Triumphant dominates the west end of the chamber. It depicts a naked medusa standing over a decapitated corpse, holding a sword in her right hand, blade parallel to the ground. The other arm is extended, grasping her grisly trophy by the curls, gore dripping from where the head was severed from its body.
You detect no traps nor any foes within this chamber...nor do you detect any magic, aside from the teleportation circle you arrived on...
Party Status:
Jack (-1)
Daathiel
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"Blasphemers. Aroden was not perfect, but he was worlds better than any fiend..."
What is on the east end of the room? A curtain?
GM Otha
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What is on the east end of the room? A curtain?
Good question...it’s not referenced in the module so yes, we’ll assume it’s a curtain...
Rokgurn
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Rokgurn looks at the others ready to proceed.
"Perhaps we should check behind the curtain?"
As he says this he soars straight up.
"At least this room is far more roomy."
@GM Otha - Are we underground here or is this room at ground level?
He activates his wand refreshing his enchantment (Heightened Awareness).
Daathiel
|
"Yes, let us continue on."
Daathiel will use another charge of Find Traps (now at 43) and cast Heightened Awareness. He will re-activate his Ring of Blinking and take the lead.
GM Otha
|
Pulling back the curtain and taking a peek, Daathiel sees four shimmering pools occupy this barrel-vaulted chamber, each about a foot deep and displaying a highly detailed mosaic of a cockatrice at its center, composed of fake precious stones. There's doors on the northern and southern walls...
Party Status:
Jack (-1)
Alie Saechel
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Alie, out of caution, stays far from the cockatrice mosaic. She points at the door on the south wall. ”How about this one?”
Rokgurn
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@GM Otha - How much time has passed since the last encounter?
GM Otha
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@GM Otha - How much time has passed since the last encounter?
I'd say about 45 minutes...most of the time being spent calming down and gaining the trust of the Manvale children and getting them settled in the portable hole and showing 'em how to use the bottle of air when needed...
Rokgurn
|
@GM Otha - Good to know. So Good Hope is no longer up then as it is only minutes/level. I will remove one of my buffs as well as time has expired. Good thing for extended hour/level buffs and extended 10 minutes/level buffs. :)
Rokgurn looks at Daathiel to check the door that Alie has mentioned but has a quick look himself for traps. He floats effortlessly above the ground.
(Take 10 on Perception is 41 with Hunter's Blessing)
Just a heads up people. While underground the party will gain a +2 sacred bonus to Initiative, Perception, Stealth and Survival checks due to Hunter's Blessing.
GM Otha
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Daathiel and Rokgurn detect a trap within the cockatrice mosaic in this chamber…
Party Status:
Jack (-1)
Daathiel
|
Daathiel will cast another Good Hope, as well as Acute Senses on himself. He will also re-cast Grand Destiny.
He disables the trap on the mosaic.
Disable Device, Good Hope: 1d20 + 27 + 2 ⇒ (10) + 27 + 2 = 39
Yuri Twobeards
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Eying the statue of the medusa suspiciously, Yuri fits his smoked goggles over his eyes. "Can't never be too careful, doncha know!"
Rokgurn
|
Rokgurn nods to Daathiel in thanks for the spell.
"That is a good idea Yuri."
Rokgurn pulls out his own pair of smoked goggles attaching them to his head.
Smoked Goggles does impose a -4 penalty to Perception checks and a 20% miss chance. My character has Echolocation (Blind Sight 40') active so these penalties should not apply to any opponent or object picked up by his sonar.
GM Otha
|
Daathiel easily disables the trap…and just after doing so he detects a secret door in the eastern wall…
Party Status:
Jack (-1)
Vladek Odradek
|
"Ah, so 'the Iron Medusa' proves to be more than just someone's epithet...who knew?"
Less than certain that their involvement would do more good than harm, Vladek and Qadathra had held back during the retrieval of the wretched Manvale sisters (besides, they'd done their part already); frescoes and statues, however? This is something Vladek can take an informed interest in! He carefully studies what he sees before him (keeping a prudent distance from the statue)....
For whatever any of these may be worth:
Craft (Sculptor): 1d20 + 26 ⇒ (16) + 26 = 42
detect magic/Spellcraft: 1d20 + 34 ⇒ (1) + 34 = 35
Knowledge (History) regarding Aroden/Arodenite faith: 1d20 + 36 ⇒ (13) + 36 = 49
Knowledge (Arcana): 1d20 + 31 ⇒ (14) + 31 = 45
Knowledge (Planes) regarding demons/devils/daemons: 1d20 + 29 ⇒ (9) + 29 = 38
Knowledge (Religion) regarding demons/devils/daemons: 1d20 + 13 ⇒ (8) + 13 = 21
Knowledge (Religion) regarding Aroden/Arodenite faith: 1d20 + 16 ⇒ (10) + 16 = 26
Profession (Engineer): 1d20 + 5 ⇒ (20) + 5 = 25
GM Otha
|
Vladek gives the rooms a thorough lookover...while he doesn't discover a lot, he does discover a couple of tidbits of information...
Prior to Daathiel's disarming it, Vladek sensed the magic emanating from the medusa mosaic and could determine that the trap when triggered inflicted a flesh to stone spell on the unwary. Also, his knowledge of sculpting and engineering reveals both the northern and southern doors in the current chamber to be false doors...
Party Status:
Jack (-1)
Vladek Odradek
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"A-ha. You see those? False doors, both of them; be glad this isn't Osirian workmanship."
When you say "false doors", do you just mean solid walls disguised as doors, or is there something more to them?
Vladek Odradek
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Vladek's enthusiastic smile wanes as he continues pondering the false doors.
"Rather boring on their own, really...I wonder why they even bothered...?"
Daathiel
|
"Well, let's open this secret door in the east wall and see where it leads."
Daathiel uses Open/Close on the secret door from a safe distance.
GM Otha
|
Daathiel opens the door from afar and reveals a passage that leads east for just a bit before turning south…
Party Status:
Jack (-1)
Yuri Twobeards
|
After the new passage is checked for traps, Yuri heads that way, dorn-dergar in hand, anticipating trouble.
Qadathra
|
After a moment's good-luck petting from Vladek (guidance), Qadathra joins Yuri in the investigation (though Yuri may or may not notice), while Vladek waits in the wings.
Stealth: 1d20 + 17 ⇒ (6) + 17 = 23
Yuri Twobeards
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Perception, goggles: 1d20 + 13 ⇒ (10) + 13 = 23
If Yuri notices the dragon flitting about he makes no obvious sign of it.
GM Otha
|
With Yuri & Qadathra leading the way, you make your way through the winding passage...after the passage turns sharply back to the west, you notice two doors. The nearer one on the southern wall of the passage and one a bit further to the west...
Party Status:
Jack (-1)
Rokgurn
|
Rokgurn hangs back allowing a temporary change in leadership. He is confident in the party's ability to overcome what ever the dragon and the dwarf may encounter.
We do have a Wish spell and two Heal spells at the ready so we should be alright if someone gets a boo-boo. :)
Qadathra
|
Yuri suddenly experiences that small, odd, sweet voice in his head again.
'The Dragon and the Dwarf'...Goodman Twobeards, have you ever thought about investing in joint-proprietorship of a tavern somewhere?...or perhaps a bank, with lots of vaults in the back to sleep in? Oooh, or a haberdashery...!
Perception: 1d20 + 22 ⇒ (18) + 22 = 40
GM Otha
|
Qadathra’s sharp eyes detect neither traps nor hidden foes in the passage, the foyer, nor on either door…
Party Status:
Jack (-1)