The party is currently in Starling and plans to return south to Mombafra.
Starling has a house of shrines and they primarily worship Zo.
Travel south is at 40 miles per day along the road. Most of us have horses and Maervahr has a medium Warhorse called Agathon. We depart.
The travel to Mombafra is uneventful.
We arrive on…
It is determined that Paladins are not specifically associated with Temples. Although they can have patron deities they are almost entirely focused on their alignment.
We head to the Temple of Rook to see if they can help us identify this large yellow crystal we found with the swirling energies. They inspect the crystal and they say they will offer us a Raise Dead in exchange for it. As the Clerics inspect it further, they tell us that the crystal has a latent connection to the forces of Law, which may function as a reagent.
This is the Order of Paladins that Ondur belonged to and we tell them of his mission. They say that of the statue in Trawis, this item could be combined with the statue to empower it.
They tell us that a donation of 5 gp is all that is required to remove the Blessing of Chaos set upon the crystal. We agree and the Temple of Rook blesses the crystal. The black, stringy energy that was interweaving throughout the crystal dissipates and all that is left is a crystal that glows bright white, as a Continual Light spell.
Rhinock feels as though his own will has been strengthened by the forces of Law when he grasps the crystal. We ask the Temple how we might contact Ondur's Paladin Order. They tell us that the next day, we can set up a meeting for us to go meet with a representative of the order.
We go to the Taverns of Mombafra. Delemir only drinks milk but the rest of us have some stiffer drinks. The evening goes by uneventfully.
We meet with the Paladin Order. We are approached by two armored Paladins and one robed. As we indicate, a blessing has been cast upon it. They let us know that if you would like to be part of the guard, they will contact us in 2 days time.
During this time, the party also learns that the Temple of Aneara has a collection of Armadillos that dance to unseen music. The Temple of Anaera has received an increase in donations as a result of this donation we made of the Dancing Armadillos.
We are walking through Mombafra when, in the dim morning light, we spot movement from an alleyway. A group of 10 Humans all draped in cloaks and all of their hands concealed within their clothing emerge. Apparently, they “jumped the gun” as they were sneaking up on us. This part of the city is fairly unpopulated.
Maervahr goes psionically invisible.
The group says nothing as they move to advance on the party. They move down the alley to engage us in melee and seem intent on killing us with daggers and clubs. One of them says:
“Looks like your wizard abandoned you…”
Maervahr disengages from the melee and goes behind them. John is attacked and takes 6 damage from the club…NOPE, actually Stoneskin saved him!
Rhinock does 10 damage to one of the humans and Delemir cuts one down. Maervahr casts Phantasmal Force to create 16 Paladins of Rook with Bardiches.
There are still 10 of these Ruffians left. One of the cloaked Men with a longsword is going after John but MISSES! The 3 club wielders all missed, the 5 dagger wielders attack and a couple hit Galador, who takes 5 damage.
Maervahr's Phantasmal Force spell goes off and manifests 16 Bardiche wielding Paladins. Rhinock hits one of the cloaked Men for 6 damage and Galador does 8 damage to another.
John attempts to pummel one and the pummel succeeds. He is attacking by only using his fist or a dagger pommel but in this case, he uses a fist. John does 3 damage with a glancing blow but then takes 6 damage in retaliation…John is now Unconscious! Before he is knocked out, he manages to get in a solid punch that would do 8 damage but only takes 3.5 real damage.
Maervahr directs his illusionary Paladins to attack and only 2 of the cloaked Ruffians disbelieve the illusion. As a result of the illusion, there will be a test of morale.
Despite the overwhelming force, the Ruffians decide to take on the illusions. There are just 16 more targets and 21 potential targets.
All of the dagger wielders attack the illusions but they are also taking wounds that must be tracked. There are no hits from dagger wielding Ruffians and the club wielders miss too!
However, 2 of the club wielders are attacking non-illusionary people, Galador. There are 2 attacks on Galador and they miss. The wword wielder misses the illusion.
Meanwhile, Galador kills one and the Bardiche of an illusory Paladin eviserates one. 3 of the Ruffians do NOT save against the illusion when this happens.
In the next round, 2 Ruffians attack illusions and miss and 3 are attacking Rhinock with 2 on Galador. All of them miss. Another one attacks an illusion and the one that attacks Rhinock misses. This time, the longsword wielder attacks Galador and hits. He takes 6 damage and 5 damage. Two of the Brigands believe they have been struck by the Paldain's bardiches and they fall unconscious.
Maervahr goes back to psionic invisibility.
There is another Morale check and this time, they failed by 27. The Brigands are retreating…actually they are disengaging at their full movement.
Rhinock gets an opportunity strike and does 6 damage on the longsword wielder who has AC 2/4. He takes another 3 damage and the longsword wielder is dead.
We tie up the remaining two that fell to Maervahr's illusionary damage.
The longsword belonging to one of the Brigands is glowing and appears like a “dark liquid”. He was wearing no armor except for a pair of leather bracers. One of the other Ruffians was wearing chainmail with smaller sized chain links.
Maervahr uses detection of magic on the items and on the leader. The longsword, necklace, and bracers all glow with a strong dweomer.
The Guards offer us a bounty of 5 gp each and killing the Leader grants us another 15 gp. They thank us for cleaning up the streets.
Delemir pays for a Sage to identify the necklace. It is not an artifact but there are many necklaces that have magic abilities. The Sage says it may be cursed.
It will be up to us to try and figure out what it does. Maervahr casts Strength on Delemir while he wears the necklace but nothing seems to be different, and nothing interacts with the necklace. Maervahr tries to locate him using his psionics and he can hear him through psionic clairaudience.
As Delemir is putting on his armor, he notices a couple of bruises…but then all of the bruises are gone! However, he did not recover any hit points. Next, Delemir stabs himself and NO BLOOD COMES OUT OF THE WOUND! Obviously an effect of the necklace…
It is the morning of the 17th and Stoneskin is cast on John. However, our lineup is changing as John is switching out for Jacob.
Galador also receives a Stoneskin. Jacob is now a 4th level Fighter.
As we take care of upkeep, Delimir now owes 4,500 gp as part of a loan.
We are heading out for Starling and then continue on to Trawis with the magic glowing crystal.
We arrive in Trawis on this day.
Regdar agrees to allow modifications to the statue but demands a guaranty of protection. We have hired a Dwarf to install the glowing crystal as part of the statue but the Dwarf will take extra time than normal to take measurements to fit the crystal in a suitable way. The Dwarf wants to take the time to do this perfectly, which is a WHOLE WEEK!
We ask the Dwarf, “Where will he put the crystal?”
The statue is humanoid in shape and extraordinarily weathered. It has no eyes or nose only an incline where the eyes and nose once were. It was once a stylized figure. The Dwarf says that he believes the best place is in the statue's chest.
We do not have to stay in the village with the Dwarf, who is going above and beyond to complete the task. He does this despite owing nothing to them. The Order discussed that we should receive a monetary reward, to be put toward GOOD USE.
Delemir notices that the center stone on his magic necklace is intricately cut, but when he prays there is no response from Riswa.
We head back to the Temple of Sazumori within the area of the Necropoli of Sazumori.
Once we arrive, we will head inside through the same way as before and investigate the western cavern which had a Snake track that was much larger.
Prior to our departure, the party had switched out Galador for Tolk, a Human Fighter. Tolk has AC 3/3.
We head east toward the Necropoli.
Delemir previously purchased a longbow and some arrows so he now has a ranged attack option.
We arrive outside the boulder concealed Temple of Suzamori and Delemir removes the boulders. There is a maximum encounter distance of 60'. We check the area for tracks of Snakes but there are no tracks seen.
We are surprised.
The encounter distance is 3” away.
As we are moving down the hallway, when we almost get to the other door, a horrible stench of a Ghoul hits us. It has snuck up on the party! The undead creature immediately moves to engage.
Maervahr goes psionically invisible instantly and steps to the side. The Ghoul has an AC 6.
Rhinock hits the creature for 8 damage and 5 damage is imparted by Tolk! With two great strokes, we kill the Ghoul quickly!
The Ghoul did not have anything on it.
Jacob has a -2/2 AC, 6“ movement, a large shield, 1-4 doors, 1-2 listen.
Rhinock, Tolk and Jacob are opening doors. They push open the hardwood door.
Inside, we see 30' down a passage. Maervahr rejoins the party as they open the north door.
As we open the door to the north, this time there are no mummies waiting for us. The north room has altar to TENN. This was above the altar are, in the hall of mirrors, the twisting passages, yada yada.
Rhinock reads the inscription but finds that it does not contain any further messages. We search thoroughly the altar room.
Nobody has turned up anything of interest so we open the door to continue exploring. There is the room with the sarcophagi to the north and where there were formerly candle stands that once stood on the table. There are still some gray candles that have absorbed dust and debris. Jacob looks at the candles and determines that they are not valuable. There is a curtain to the north that conceals a central pillar carved with a depiction of a mummification ritual.
We go to the west door and failed to open it the first time…
The encounter is 3” away.
As we are trying to get this door open, we hear a loud banging through it. It feels as though a stone is being struck in our skull. There is a flash of movement from behind. We are feet away from 4 Zombies! They were completely unheard by our party and they move to engage us.
Maervahr casts Burning Hands on the Zombies as Delemir turns undead. He does 7 damage with the Burning Hands spell which effects 2 Zombies! One of them is destroyed and all 3 of the others are turned.
Jacob and Tolk can get melee attacks but they both missed. Maervahr attacks with his quarterstaff.
We kill one as Rhinock does 7 damage and obliterates the one Zombie that was left. They had no valuables.
We push open the door and find ourselves in some sort of supply room. There are numerous stone shelves and some rotting wooden drawers. There are also some cabinets and a few implements visible on the shelves, such as tools. The main interest of this area is the collapsed exit on the other side of the room.
Inside of an indentation is a group of 6 Dwarf Skeletons, strongly but laboriously picking away at the collapse with pick-axes. All 6 of them are cramped into the passageway.
Maervahr casts Strength on Delemir as he turns the undead again.
One of the Skeletons attacks Delemir with a footman's pick and he takes 2 damage. Delemir now has a 18/30 Strength score.
Maervahr does 1 damage with his quarterstaff and then it is DESTROYED by Rhinock. The other Skeletons are put down to rest.
The hallway beyond this room has collapsed. Rhinock inspects the collapse and sees that it's covered in fine stone. It collapsed slowly, a gradual progress over a very, very long time…Slower than even Shawshank Redemption! We find a pile of dust, which is just a couple of feet of dust. Jacob watches the door.
Maervahr searches the room. There are some gold or silver plated tools here that were used for mummifiction, over 40 pounds of stuff. There are also religious things but not specific to a deity.
Delemir holds the door while Maervahr casts the KNOCK spell. With a brief bang, we hear all the drawers open and one goes skittering across the floor.
Inside are a bunch of more implements inside the drawers, but nothing unique. The Knock spell has unsealed two things.
We get through the doors and find the room with the inscription, then we go west.
We get back to the surface and return to Starling.
THE SESSION IS ENDING ON THE 20th.
We are selling the magic necklace.
Maervahr's magic bracers are ID 66.
Maervahr gains 5649 xp!
RHINOCK HITS LEVEL 7!
Training dates:
Maervahr goes to Gren to train his Hippogriff.
Rhinock gets 71 hp after hitting level 7.
Maervahr would give the magic bracers to Iona ONLY in exchange for something, like a share of treasure.
His Hippogriff cannot fly until after 2 months of training.
Kek has 52 hp.
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