NOPe, NOPE!, necklace is merely preserved.... or is it? The scroll is just that a magical treasure map. You see on the side of it which you are closest to the map and believe you will have a marker appear on the map when you get closer to your location.
Sylvara likely does not hear the screams, perhaps echos of them... you are a good 100 feet with twisting tunnels away from them. They are within a chamber too.
A single sizable 20-foot-tall building remains in the center of this 30-foot-high cave, a bunkerlike structure with no windows
and walls of worked stone blocks. A 10-foot-long carving of a hammer decorates the building’s facade. The ruins of collapsed outbuildings stand to either side. A pallid giant fly infests these caves this bloated vermin crawls about on the building and seems to stop and is aware of you...
The old stone door leading into the building is stuck, requiring a
successful DC 15 Strength check to force open.
Onyx goes down the stairs and screams as rays of energy cascade over his body. His body goes limp, it slides down the trapped stairs that now have turned into a slide. More magic goes off...
After traveling the winding route from area A4 for about 1,900 feet (at a speed of 15 feet through the rough cavern passages, this takes about 25 minutes to navigate), you reach the tunnel’s end at a junction. To the north, a 5-foot-wide opening in the wall leads into a cave filled with soft but nasty-looking green light—the tunnel itself continues
South beyond this toward area C.
Opening the scroll - Preacher:
You see that it seems to be a magical treasure map scroll.
Perception DC 18 In the room with the glowing red runes:
You feel the vibrations in the air. Something is emitting a sound from below. It feels alive.
Symbols appear on the walls in different languages, then the messege becomes clear, "To you the destined, take what you can for your path will be burdened with pain and strife! Good luck to each of you may this vault give you what you need for the future before you. Take only one item from below."
The chest unlocks and opens for him and the rest of you to see.
Within you find an anceint scroll tied with a ribbon Fergus recognizes is his first mate's precious necklace.
A sheathed cold iron rapier.
A buckler with the mug and froth symbol emblazoned on them.
Also a pair of fair blue leather shoes.
All magical.
There is one more chest in the room and no symbol is upon the 'button'. There are ceramic urns and vases. Bones lay scattered about in piles.
The bones outside of the room are forming into full skeletons again, with the dual daggers. They don't attack, instead they seem to take their places of guaridianship again.
+1 Longsword, if used by a CG assimar and a ritual is done other abilities can be revealed.
dunno about the chalice.
pemegranite of revivication can be consumed as a breath of life spell, +1 to one ability score as a wish, or give sustenance to all individuals to eat of the fruit for a week.
The dire rat moves forward and a long, muscular snake rears up and shows its hood and fangs springing out and attacking the rat.
1d20 + 4 ⇒ (4) + 4 = 8 damage:1d4 ⇒ 1 plus poison
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves. The save DC includes a +2 racial bonus.
In present fight:
Sylvara, Benji, dire rat summon,
Anevia and Aretuaure (lion).
Xantor finds a sheathed longsword with a handle of red and white thread. A lion motif on the pomel. A pomegranate. A silver chalice with several gems embedded on the sides. They all glow magic...
A set of needles spring forth pricking his finger, or hand, only 1 damage, as he removes his hand he can see them retract into the steel button. No sign of the hole they must have come from. The button was depressed. Nothing else happened.
This smaller cavern appears to have once served as a campsite or temporary lair. A torn bedroll lies next to the cold remains of a fire. A pile of bones, broken equipment, and rubble lies just past the campsite.
Perception DC 24:
You see a giant cockroach has made a home in the trash heap. The dog-sized vermin hide and wait.
DM notes:
Treasure: The junk in this room may prove extremely
valuable to the PCs. A thorough search of the room turns up a
torn bedroll, three candle stubs (each can burn for 30 minutes),
a bent fishhook, 10 feet of badly frayed hemp rope, and a
copper brooch depicting a bat perched on a mushroom—
both of the bat’s eyes are tiny amethysts. This brooch is worth
200 gp,
If your ooc comment directly affects gameplay that is fine but make sure you add a gameplay post as well. Something we can interact with would be awesome!
The three chests are all made of stone. They each have a circle where the lines of magic collect. Each circle has a different image. The closest one has the image of a mug with froth on top of it. The next one has a Sword and sun. The last chest's seal is blank presently.
If you look at the slides and maps!
Slide three is the cavern. You should be able to delete and add your own images.
There is the spider.
There are two paths beyond the spider. A2 and A3.