In Between Birds and Lizards, Side Chapeter: The Tomb Under the Statue - LvL 5
Structure
Exposition
Travelling to the River (100 km)
- 4 - Mosquitoes
- 2 - Group Battle - Ice Elemental with a bunch of mephitises sees the party while they are patrolling. They'll attack instantly
- 8 - Nothing
- 15 - Major Encounter - Triceratops starts following the party, curious about them
- Old elvish bridge containing a herd of territorials parasaurolophus
- 4 - Hard muddy terrain -> Slows them by half (Continues on the way back, rolled another 4)
- 18 (11)
- 2 - Battle - A couple of Baryonyx try to ambush the players (night)
- 7 (4 - Says in draconic - Come at night and know the story of The Comeback Battle)
- Nothing
- 1 (9 - Cultist patrol ambush - They'll try to send one of theirs back to the statue)
- Nothing
- 13
- 1 (2 - Cultist powerful guy ambushes the party as they leave the tomb. He arrived a few hours ago and had discovered about the dead cultists. He was sent to the tomb to clean up the creatures defending it, since the others couldn't)
- Nothing
- 18
- pterossaurus chicks fly through the watered areas (they are caught by alligators from the water)
- Austroraptors fishing on the nearby ponds (some of them fight for the best fishing spots)
- Devil toad croaking for a female in nearby pond (makes deep sounds of a very large predator or sauropod)
- Sauropods bathing on a mud pool
- Pectinodon puppies eating/having fun with a fly swarm
- Styginetta near a water pool
- Pronocephales travelling through the water in wood-made rafts
- Sauropod slowly perishes from old age near the party
Conflict
Theodora tells the players that a statue of Durantia have been spotted in the southern-eastern region of the island. Legends says that the tomb of Maghast Lor-Akar, the Wise is located beneath one of the statues. Therefore, Theodora tells the players that they can visit the place should they want to discover any lost knowledge or buried artifacts.
The people that buried him, however, cast some spells to prevent anyone from trying to raid the tomb. The spells are:
- Level 5 Major Image to hide the entrance door
- Level 9 Arcane Lock onto the entrance
- Plant Growth, but it is a little bit different: It's funghi instead of plants and they constantly release poisonous spores into the air. Every hour someone stays inside that place they need to make a DC 11 (+1 per consecutive check). If they fail, they get 1 point of exhaustion -> poisoned -> 2 levels of exhaustion -> prone -> 3 levels of exhaustion -> restrained -> 4 levels of exhaustion -> 5 levels -> death. The Protection from poison takes out 2 of these levels.
Rising Action
The Statue of Durantia
"In the heart of the murky swamp, where the air hangs heavy with mist and the ground trembles with each step, stands the colossal statue, a testament to ancient power and divine grace. Towering above the tangled vegetation, it depicts a goddess of unparalleled beauty and strength, her form carved from weathered stone that has withstood the test of time. With an imposing height that seems to reach the heavens themselves, the goddess stands firmly on a pedestal, her feet rooted in the swampy terrain, as if she is an eternal guardian of this mystical realm. Her visage exudes an otherworldly aura, a serene expression that evokes both wisdom and determination. Moss and vines delicately embrace her weathered stone body, as if nature itself pays homage to her eternal presence. In one hand, the goddess holds a bow, crafted with meticulous detail. The bow arcs gracefully, its string poised for release, symbolizing the goddess's prowess and might. In her other hand, the goddess wields a staff, carved with intricate symbols and adorned with nature's bounty. The staff is a symbol of ancient magic, representing the goddess's connection to the primal forces that flow through the Ancient Deities. It embodies her role as a guardian and nurturer, channeling her ability to shape and protect the delicate balance of life that thrives within the ecosystems. As the light is filtered through the dense mist surrounding all of you, a sense of awe washes over any who behold it. The statue emanates a palpable energy, a captivating presence that speaks of forgotten legends and untold tales. It serves as a reminder of the goddess's enduring watch over life itself, her unwavering commitment to both its wild beauty and enigmatic secrets." There are a bunch of voidlings and cultists outside the statue. They are guarding the place and waiting for the scouts they've sent inside the cave (one day ago. They are definitely starting to get worried). Built on the base of the statue there's a stone door that has written in ancient elvish "Tomb of Maghast Lor-Akar, the Wise. Here the dead rest. Do not enter to disturb their slumber or steal their treasures. YOU'VE BEEN WARNED!"The Tomb
1 Cave Entrance
"The entrance to the tomb presents itself as a portal into the depths of darkness, its jagged mouth forming a stark contrast against the surrounding terrain. The stone walls, hewn by time and the elements, seem to devour any trace of light that dares to enter. As one cautiously approaches, a delicate yet intoxicating fragrance fills the air, carried on an ethereal breeze that defies explanation. The scent, reminiscent of an abundant meadow in full bloom, dances on the senses, inviting intrigue amidst the cavern's enigmatic allure. It is a scent that both captivates and disarms, offering an unexpected juxtaposition to the foreboding aura of the cave's entrance. Stepping closer, one may feel a slight chill emanating from the cave's depths, a reminder of the unknown terrors that may lie within. Yet, the tantalizing fragrance persists, teasing the senses with a promise of concealed wonders. It is as if the darkness conceals not only danger, but also a hidden sanctuary, a secret garden veiled in petals and blooms. This peculiar convergence of sensory cues lingers in the air, an enigmatic invitation to step beyond the threshold and explore the mysteries that lie within. The contrasting allure of darkness and fragrance, of trepidation and curiosity, creates a paradoxical pull, urging the intrepid to venture forth, to unravel the secrets guarded by the pitch-black embrace of the cave's entrance. After a few minutes after taking the first steps into the mysterious cavern, the sweet smell merge with the obsidian shadows, enveloping you in an otherworldly embrace. The scent intensifies, saturating the air and intertwining with the very essence of the cave. It becomes a fragrant riddle, urging exploration and promising revelations that transcend the mere senses." There is a 20x30x60 feet hole in the middle of this place. It has a bunch of wooden spikes on the floor. If someone falls, they take 6d6 bludgeoning and 4d10 piercing damage. "At the middle of this dimly lit tunnel lies a gaping hole, an ominous void that beckons with silent malevolence. Peering into its depths, one discovers a gruesome scene that chills the very marrow of their bones. Wooden spikes, cruel and jagged, line the bottom of the pit, protruding upward like the fangs of a monstrous beast. These lethal stakes, stained with the remnants of countless lives, serve as a cruel trap for the unwary, sealing their fate with merciless finality. The stench of decay hangs heavy in the air, a foul miasma that permeates the tunnel and assaults the senses"- Athletics (18) Jumps the gap
2 Spider's Ambush Chamber
"Coming down from up above, slowly, a monstrous arachnid creature of both beauty and peril. This is what looks to be a huge black widow. With a body of obsidian black, sleek and glistening with an otherworldly sheen, this black widow commands attention and instills a primal sense of dread in all of you. Its size defies the boundaries of nature, towering above its smaller kin with a menacing presence. Each of its eight legs, long and slender, moves with a deadly grace, weaving a macabre dance as it stealthily come down from the cave ceilling." Maghast has set a mimic chest in the end of this chamber. Furthermore, he left a Giant Black Widow here to ambush anyone who tries to kill the mimic.- Perception (16/20) Perceives something lurking in the ceilling (is not surprised)/Sees the spider and is able to warn the others (DC 16).
3 Cave Passage
A combat will probably take place in here. There are a bunch of creature's spirits here guarding the place. The cultists haven't been able to get pass them, having been killed by the creatures.- Perception (11/14/18) Hears the steps and breathing of creatures in this next chamber/Hears that there's a huge amount of them/Sees a dead body on the ground and a trail of blood that it made
- Medicine (15) Sees that the guy has a bunch of different types of wounds: crushing, piercing, slashing. All probably made by different animals
4 Tomb's Storage Room
Here in this room there are a few crates of Arcane Dust (250 gp worth) and frozen animal blood (100 gp worth), which is used by the spirits to maintain their form and purpose. There are also some old books/maps here:- A Green Mage's Spellbook
- The Great Derrotian Dinasty
- Maghast's Guide to Draknaths
- The Tome of Beasts
- Mak-Tergar Circle: The Zoologists Druids
- A map of Raventag, as well as the book: Raventag, the City of Discovery.
5 Staircase down
Takes the party down to the bottom floor.- Perception (11/14/18) Perceives the presence of the large creatures nearby/Notice that they are very, very large/One seems to be a large flying creature while the other a very big "walking" creature
6 Passage to the Family Coffins
The bridge is old and will break if any person with more than 100kg steps in. They'll have to make a dex save or fall to the level below if they fail7 Maghast's Aunt/Gomgee's Coffin
In this level of the tomb lies the coffin of Maghast aunt (there are some riches (300 gp worth of coins and gems. Also has some old documents saying that she's responsible for building Durantia's statue on the outside) near it) and of Gomgee Agantonoris (he cast a spell of "Delay decay" on himself and is waiting for someone to come so he can tell that person about the war and shit) Vega will feel a call towards Gomgee's coffin and his spirit will be activated by his presence. Gomgee will then give the Vega's personal quest (Vega's Character's Quest, Overview: The Purpose of Creation)8 Entrance to the third floor
When moving in the third floor, players must make a successful group stealth check of 14 to avoid the Roc and the Mammoth while going from one area to the other. Also, they'll move (every 30 min) from each area to the other as well. The DC of the check goes to 18 if they are on the same area.9 Small Shrine to Ramad
- Religion (14) Recognize the altar/
10 Passageway
11 Mimic Prison Room
There's an old skeleton inside this prison with a note telling his story (he was an orcish adventurer that lived in the 2nd millenia and came here searching for riches, but got trapped in this room). This room is a trap: the door opens up easily but once people are inside the room, it shuts and an Arcane Lock spell is set on it. There's also a Chest Mimic inside this room.- Thieves tools (25) Breaks the Arcane Lock
12 Altar to Durantia
- Religion (14) Recognize the altar
13 Source of the Funghi Poison Spell
The funghi (Moley) from the Tomb Spell are growing here.- Perception
- Arcana (8/11/15/18) These funghi are magical/They are the ones producing the poison gas/A dispel magic should stop them/Their magic are tied to something here in the tomb. Possibly Maghast's remains
- Nature (15/18) You've never seen this funghi/It looks like something from the mysterious Fey Realm
- Medicine (11/15) This funghi are not eatable/It'll cause you nausea if u eat it
14 Southern Passage to Maghast's Coffin Chamber
- There's an Arcane Lock on this door
- Athletics (15/18) Pulls a little bit (one PC manages to pass per turn)/Pulls it all (two PCs manage to pass per turn)
- Acrobatics (15/18) Halves the blades damage that round/Dodge all the blades that round
15 Hidden Room with a lever that lifts the Arcane lock in the door to room 14
- Thieves Tools (18) Breaks the door open
- Athletics (21) Breaks the door open/Lift the rusty wheel
16 Stairs down to Wife and Sons' Coffins
There's a trap here.- Perception/Investigation (18) Sees the trap (4d10 + 3)
17 Maghast's Wife and Sons Coffins
There's 584 gp18 Northern Passage to Maghast's Coffin Chamber
This side's entrance has a 10 feet hole with a blazing fire burning on it. Not only the port collars are extremely hot (they'll take 1d10 + 3 (progresses with + 1d10) every round they are touching it), but also there is no floor to use to pull it. Players must be clever to open it. They may:- Make a pulley with a rope (if it's a normal rope, it'll break after everyone, but who is pulling, passes)
- Teleport inside somehow
- Use the Fly spell to get a floor to pull
19 Maghast's Coffin and Treasury Chamber
Resolution
Loot
A total of 3.708 gp worth of coins, art objects, and/or gems, as follows:-
2.908 gp in coinage:
- 140 pp
- 1.200 gp
- 3.000 sp
- 800 cp 100 gp art objects (×7; worth 700 gp total):
- Carved ivory statuette, ×3
- Silver necklace with a gemstone pendant
- Brass mug with jade inlay
- Silk robe with gold embroidery
- Large gold bracelet Magical items:
- 2 potions of healing
- Scroll of Feign Death
- Oil of Slipperiness
- Potion of Diminution
- Horseshoes of a Zephyr
Backdrops
Encounters
- Cult ambush 15 km before reaching the statue
- Cultists outside the statue
- Huge amount of beasts in area 3
- Quetzoactlus (CR 8) and Mammoth (CR 8) wanderers
- Huge amounts of beasts in the main tomb chamber
Related Characters
Related Organizations
Comments