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I think now we should wait for Duhwoo. Probably SOP is to have Duhwoo head in first (blinking) with me covering him; he can clear the area of immediate threats and then we can call in the big brains. I, however, don't really want to speak for him.

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man i really didnt wanna waste 5 mins cutting the door down.. It appears i should have waited to use my true seeing.. sigh.. I was gonna blast it open, or dem door through.. But w/e ill just take of the minutes..
Following others in.. Perc.: 1d20 + 21 ⇒ (3) + 21 = 24 Detect Magic, True Seeing "The leader of the Voxus Clan(Mocking Medussa) intials was P. Adella.. I would venture this is the tomb for Voxus.. They were the nautical branch of the family.. Torn apart due to a fued between twin brothers Vespacio and Vincenzo.."

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Vuvu heads in as well, whip at the ready. He stands between Woo and the squishes.
Init cause I am sure it is coming 1d20 + 4 ⇒ (11) + 4 = 15

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Yea, I am sure we did. And we will definitely search it, I figured there might be an attackupon walking in. A construct Coffin or something that I can't hurt.
1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 Will uh oh that is not good. +4 if it is sonic or Bardic or language based
Also I forgot to select which Ioun Stone I have in my Wayfinder. I will have the Blue for the bonus of Blind Fighting, in case I have to close my eyes to fight a medusa

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I rolled a 24 Perc.
Will: 1d20 + 15 ⇒ (3) + 15 = 18 +2 vs ench
I swear these online dice are trying to kill me.. Seems like I roll single digits everytime lol..

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Will: 1d20 + 14 ⇒ (5) + 14 = 19 (+2 vs enchant., +1 vs fear)

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Perception: 1d20 + 25 ⇒ (3) + 25 = 28

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.
(I didn't get to come home for lunch today -- sorry! 15 yards for delay-of-game! I also won't be able to come home for lunch tomorrow...)
Duhwoo goes in ready for anything!
Duhwoo's Will save: 1d20 + 13 ⇒ (17) + 13 = 30
and if that makes the save, he'll look around carefully...
Duhwoo's Perception check: 1d20 + 19 ⇒ (19) + 19 = 38
"Ah sure hope there ain't 27 zombie champeens in here..."

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"Ah know a guy who's inta falcatas -- I reckon I'll bring this to Lord Vars, in case he finds it int'restin'..."
Duhwoo examines the central coffin carefully...any signs of recent activity?
Duhwoo's Survival check: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24 (been forgetting the Heroism, which has nearly 5 hours on it...)

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Also, does the central coffin have a legible inscription or name on it?

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.
Duhwoo will carefully (taking 10) attempt to open the central sarcophagus; without assistance, his check would be 16. Taking 10, both Lithuan and Venture Captain Zuella can aid, bringing the check to 20...

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Duhwoo's Fortitude save: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37
"Dang! This feller is a might ripe!"
Duhwoo will cast Detect Magic, and examine the contents of the sarcophagus: Duhwoo's Perception check: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27

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Fort: 1d20 + 16 ⇒ (13) + 16 = 29

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.
(note that we all have Heroism going, so add +2 to the two Fort save rolls above -- and Vuvu should add +2 to his save...)

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Mine is already rolled in.

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Im just gonna stay outa place until theres something to kill.. Any idea of what I just contracted? Knowledge Roll? And yes I carry status removal potions of all types.. Learned early in my career you don't always have a cleric.. Hardly do you in fact..

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Do we know the frequency?

drbuzzard |

This building is of gray basalt, and unlike its sister buildings is plain and functional in design. Chiseled above the entry arch is the phrase, “The Living Make Their Plans; the Dead Watch, Amused.”
Set in the floors at the center of the building is a carving of a cross eyed medusa face. It's about 10' across.

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Master Zuella, please cast this scroll of Invigorate on Mistress Starseeker.

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Stupid autocorrect. Carving I meant
Vuvu takes the scroll and casts it. Not sure if that is on my list 1d20 + 25 ⇒ (16) + 25 = 41
The. He tries spell craft from where he is st 1d20 + 23 ⇒ (17) + 23 = 40

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Ok so we need a remove disease first and then a remove curse? How bout drink an anti-plague and use my shirt reroll? Will a Break Enchantment work? It works on curses..

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So far the only effect is the strength only. The exhaustion is negated for the next 10 min, fwiw.

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It looks like we have some kind of teleportation circle. Whether it brings something in or takes something out I do not know.

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"Mebbe this is where we 'Turn Face to Floor', right b'fore a stony door..."

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"No Duhwoo you already did that."

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"But p'raps it's a recurrin' theme -- ya do it to git in to this area, an' then again to git out...
I'm jus' sayin' -- mebbe that's how it works, mebbe it ain't..."

drbuzzard |

Crypt fever
Type curse, disease, contact or inhaled; Save Fortitude DC xx Onset 1 minute; frequency 1/day
Effect 1d6 Str damage, 1d6 Cha damage, and victim
is exhausted; Cure crypt fever can only be cured by successfully casting remove curse and remove disease within 1 minute of each other.
looks to me like it is cure disease and remove curse