Friday, October 25, 2013

Session 12: Arrival at Viskha

August 1, Year 3488 (SE 118)

Several weeks have passed since Hassan's caravan, party included, set out from the village of Asuna. The caravan has finally arrived at Viskha, the largest and most powerful city in Ember. The caravan enters the city through the main gate and into Yahn's Market, the main commercial district of Viskha. Here, the party are paid and released from their service by Hassan, their contract to guard the caravan complete.

Arik's condition has deteriorated throughout the trip, as he turns out to be even less able to stand the heat of the desert than the heat of the jungle. By the time he arrives at Viskha, he is once again effectively bedridden. The party take rooms at a respectable inn in Yahn's Market, and Arik retires to his room to recover, as he did before in Asuna. He tells the rest of the party members to take the remainder of the day and the day after to themselves. Afterwards, they are to assemble back at the inn, where Arik will have further instructions for them.

The rest of the day is spent taking advantage of Viskha's vast markets, as the party sell off most of the valuable items that they acquired in the Temple of the Iron God. They also head to the Arcane University and commission a wizard to identify the various magical items that they'd found, and divide the money and magical items amongst themselves.

August 2, Year 3488 (SE 118)

During their day off, the party members split and take care of separate tasks. Zedlyn, who originally comes from a fishing village, decides to head down to the docks and start meeting the community and learning his way around. He investigates the price of housing and real estate in the area, but decides to wait until he has a bit more money.

Flossaria checks in at the temple of Mung and gets to know the local priests. She spends the first half of the day praying and talking with the priests. In the afternoon, she wanders about Yahn's Market, asking about recent events. It seems that, with the harvest season coming to an end, Viskha is once again preparing for war - once the Yann begins to flood, the city's warships will sail again.

Iriellis, like Flossaria, decides to spent half the day checking in at temples. She wants to visit the Grand Temple of Slid, but it is located in the Palace District, which closed to outsiders. She tries to convince the guards that, as a priestess of Slid, she should be allowed in, but fails, so she is forced to visit one of the smaller temples around Yahn's Market. In the afternoon, she asks around town about a halfling bard, but no one has seen the individual she describes.

Adokas spends the day asking around town to learn if it houses an outpost of his religion, the Faith of the Sun. Unfortunately, his brusque manner doesn't get him very far, and he is unable to learn anything.

Finally, Sharla spends the morning perusing the city's markets and bazaars, searching for magical scrolls. She finds and purchases a scroll of Hypnotism, although she doesn't yet have time to study and scribe it into her spellbook. In the afternoon, she sets up shop in front of the Temple of Roon in the docks and uses her illusion magic to perform a few fake miracles and solicit donations. She makes a bit of money while managing to avoid the notice of the priests inside.

In the evening, the party regroup at the inn and rest for the night.

August 3, Year 3488 (SE 118)

The next morning, the party assemble at Arik's room, as requested. With Arik is a young half-elf woman, who he introduces as P'hla. He explains that he felt that the group required more magical support, and so he had messengers seek out an adventuring wizard who was willing to join the group. P'hla introduces herself, explaining that she is looking for a magical amulet and hopes that joining the party will help her in that goal, as they are also investigating ancient relics and artifacts.

With P'hla introduced, Arik moves on to his orders for the day. First of all, he wants them to continue to investigate the strange holy symbol that they found on the dead caravan guard in the Temple of the Iron God. Secondly, he wants them to continue asking around about the Eye of Ranorach. Finally, he needs them to help him find a solution to his inability to withstand Ember's climate. He explains that he hired people to ask around for him, and has discovered that a retired priest named Iskander apparently owns a ring that allows the wearer to resist heat. He asks the party to go to Iskander and try to obtain the ring from him.

The party split into two groups, with Sharla and Flossaria going around the various temples in town to ask about the mysterious holy symbol and the Eye of Ranorach, and the rest going to visit Iskander at his home. Sharla and Flossaria have little success - no one knows anything about the holy symbol. The priests of Sirami in particular are perplexed by its resemblance to their own god's holy symbol, but know nothing about it. Similarly, the only thing that they learn about the Eye of Ranorach is that it is supposedly the resting place of an ancient god, located somewhere in the deserts to the east. While they're visiting the temples, Sharla purchases a holy symbol of each god.

The rest of the group visit Iskander's home, which turns out to be a large, luxurious building in one of the nicer sections of Yahn's Market. Iskander himself is an old man, about 60 years of age, dressed in fine robes, carrying a staff, and of a cranky disposition. After they explain that they've come to ask him about the ring, Iskander invites the group into his home.

Iskander explains that he is quite wealthy, due to his performing certain services for the nobility (exactly what services, he doesn't say, as a woman's voice from upstairs cuts him off before he finishes the sentence) and thus isn't particularly willing to sell it for money. The party ask if they can instead perform a service for him, and he realizes that indeed they can. He explains that he is something of a scholar, and in particular he is researching the relationship between the western pantheon of the Second Empire and the eastern pantheon of Ember. To this end, he had located a particular holy symbol of Kord, a god foreign to Ember, and was having it shipped to him. However, the caravan that was transporting it never made it to its destination; it was last seen at Barar, a town that is a few days' journey from Viskha.

The party agree to retrieve this holy symbol, in return for Iskander's ring. They try to convince him to give them the ring in advance (so that Arik is able to accompany them), but he isn't willing to do so without them leaving a deposit of at least half the ring's value - 7000 gold pieces, which they do not have. They do manage to convince him to allow Arik to stay at his home and wear the ring while they're gone, so that at least Arik will be comfortable.

This discussion takes up the morning, so the four adventurers have the afternoon free. Zedlyn returns to the docks and continues getting to know the area. Adokas, unable to find any outposts of his religion, decides to start acting independently, and cases out the nearest temple, which turns out to be the temple of Sirami. P'hla is new to this land, so she spends the afternoon asking around town, trying to get an overall feel for the city.

In the evening, everyone once again regroup at the inn and share their accomplishments. They decide to head out to Barar the next morning.

August 4, Year 3488 (118 SE)

In the morning, the party decide the trip will be shorter if they make it on horseback, so they head out to purchase steeds. While they are split up to search for appropriate mounts, Sharla and Flossaria, who decide to share a horse, are approached by a street urchin, who tells them he has a message from Lieutenant Hadia of the Viskhan Police. She apparently wishes to meet with them as soon as possible, and says that they may be in danger. Sharla and Flossaria decide to check this out immediately. They purchase their horse, and pay the seller to deliver it to the inn along with a message to the rest of the party explaining where they've gone.

Down at the police headquarters, they are escorted to Hadia's office; the lieutenant turns out to be an athletic, no-nonsense woman in her mid-thirties, dressed in leather armor and wearing the uniform of the Viskhan Police. She immediately starts asking them questions about the mysterious holy symbol that they found in the Temple of the Iron God - things like where they found it, and what they know about it. The two adventurers answer her questions truthfully, to the best of their ability. She also asks about them personally, and the two explain that they are both travellers from out of town.

Once she is satisfied with their answers, Hadia agrees to answer their questions in return. She explains that she heard from her sources that the two of them were seen asking about the holy symbol in various temples about town. She is in charge of the investigation into what appears to be a murderous cult - several murderers have been captured in town, all bearing the same holy symbol as the one the party found. Furthermore, they appear to be exclusively targeting newcomers to Viskha. However, the captured murderers appear to have no memory of the deed, and are completely unable to answer any questions when interrogated. Hadia is satisfied that Sharla and Flossaria aren't cultists, based on their answers to her questions, so she warns them that, as travelers who have been publicly seen asking around about the holy symbol, they may be in danger.

Sharla indicates that they might be interested in coming back later to interrogate some of these prisoners themselves, but for now they thank Hadia for her warning and head back to the inn. The rest of the party agree that they should warn Arik and Iskander about the cult before they leave, and they go do so. At first Iskander is concerned that having Arik, a traveller, stay at his home might make him a target, but Sharla convinces him that the cult wouldn't dare attack such a public and prominent area.

Since Iskander is apparently something of a religious scholar, they show the holy symbol to him. He doesn't recognize it, although he immediately catches the resemblance to the symbol of Sirami. The party tell him that the priests of Sirami knows nothing, but he points out that it still might represent a legitimate splinter cult of that god. After all, Sirami is the God of Forgetting, so it makes sense that the cult's agents forget everything after they're captured, and that no one seems to remember anything about the cult. Sharla guesses that perhaps there is some sort of conflict going on between Sirami and Roon, the God of Travelers, which would explain why only travelers and newcomers are attacked. Eventually, they decide that they don't have enough information yet to figure out what's going on, so the party head out for Barar to go retrieve the holy symbol of Kord.

P'hla El Hajj Malikus

Female Half-Elf (Human Lineage) Wizard, Level 1
Played by Annie

Str 11 Dex 9 Con 10 Int 14 Wis 12 Cha 17
HP 4 AC 9 Prime Attributes Intelligence, Charisma
Height 5' 4" Weight 120 lbs Age 25 years

Racial Abilities Empathy, Move Silently, Spot Hidden Doors, Secondary Attribute (Dexterity), Spell Resistance

Spells Detect magic, light, open/close, message, charm person, identify, sleep

Equipment Spellbook, sling, 10 stones, staff, dagger, backpack, bedroll, 5 candles, canteen, metal file, ink, small steel mirror, 20 pieces of parchment, quill, rope (50 feet), sealing wax, sewing kit, 3 vials, whistle

Description Short blonde pixie hair. Tallish and kind of lanky, but regular for a half-elf. Elven pointy features, purple eyes because of magic. Always wrapped in sandy-beige robes. 25 years old so very young for a half-elf.

Biography P'hla was a wizard that had a lot of ambition, and she was studying her craft at a nearby magic school. It was like a boarding school. She had been looking for an amulet of great power and it was her goal in life to attain it. She had been studying hard to find ways to locate this amulet and a means to get to it when she stumbled upon a book that made portals. While she was trying things out, she accidentally made a portal that teleported her to a mirage oasis in the middle of a desert. Shortly after, the oasis disappeared and without the book, she was unable to find a way back. Luckily she had managed to walk to the nearest city which happened to be Viskha.

Now she's trying to find people who can help her find out where she is in regards to where she came from. This entire area is completely unknown to her, but she's hoping that she can somehow find ways and people who can help her ultimately find the amulet.

Sharla Veile

Chaotic Neutral Female Gnome Bard / Illusionist, Level 1 / 1
Played by Alan

Str 11 Dex 10 Con 11 Int 15 Wis 11 Cha 15
HP 7 AC 12 Prime Attributes Intelligence, Charisma
Height ? Weight ? Age ?

Racial Abilities Animal Empathy, Combat Expertise, Darkvision, Enhanced Hearing, Spells
Class Abilities Decipher Script, Disguise, Exalt, Legend Lore, Sharp Senses, Spells

Spells Change self, first aid, ghost sound, influence, minor dark chaos, prestigiditation, silent image

Equipment 5 daggers, leather armor, 80 gp

Description

Biography

Wednesday, October 23, 2013

The Reckoning of Years and the Seasons of the Yann

In the lands far to the west of Ember, in domains once claimed by the Second Empire (and the surrounding lands), the years are counted based on the date of the founding of the Second Empire. Thus, in those lands, the current year is 118, the one-hundred and eighteenth year since the Empire was founded. The fact that the Empire collapsed decades ago and lasted under a century is, of course, irrelevant.

In Ember, the years are counted from a different starting point: the original beginning of civilization, when Kilooloogung first taught agriculture to the fishermen and hunter-gatherers who lived along the banks of the Yann, and founded the first ever village (or so the story goes). The truthfulness of this story and the identity of that first village are lost, although every major city along the Yann has, at some point, claimed to be the original settlement. Regardless, though it is the year 118 in the Second Empire, it is the year 3488 in Ember.

The climate around the Yann is quite different from other parts of the world, and the seasons are dominated by the flooding and receding of the mighty river. There are only three seasons, which are the Flood Season, the Planting Season, and the Harvest Season.

The Flood Season is when the waters of the Yann are at their highest. The fields are flooded and agriculture cannot be performed, so instead this is a season of travel, trade, and war, as the width of the Yann allows the fastest and sturdiest ships to sail. It occupies the months of September to December.

The Planting Season follows the Flood Season, and last from January to April. In this season, trade is at its lowest point, as the farmers return to their fields to plant the year's crops, and traders and travellers return to their home cities. The lower waters of the Yann make travel along the river more difficult.

Finally, the Harvest Season lasts from May to August. In this season, crops are harvested and stored away for the rest of the year, local trade increases as farmers come into market, and merchants and travellers lay their plans for the coming flood season. In times of war, the farmers and craftsmen are called to train and prepare, for when the Flood Season returns, mighty war galleons will sail down the Yann once more.

Tuesday, October 22, 2013

Zedlyn Rathdor

True Neutral Male Gnome Fighter, Level 2
Played by Adje

Str 14 Dex 10 Con 13 Int 12 Wis 12 Cha 13
HP 13 AC 16 Prime Attributes Strength, Dexterity
Height 3' 8" Weight 70 lbs Age 138 years

Racial Abilities Animal Empathy, Combat Expertise, Darkvision, Enhanced Hearing, Spells
Class Abilities Weapon Specialization (Trident)

Equipment 2 tridents, 10 javelins, chainmail, Potion of Plant Control, Potion of Healing

Description

Biography Zedlyn was born in a small gnomish town in a land far the west of Ember on December 4th. He lived there for the first few years of his life... a short time even by Gnomish standards (about 10 years). One day, after playing outside, he found a mob outside his house who were shouting about a witch. It turns out that Zedlyn's mom, who was a healer, had been accused of witchcraft. The angry mob grabbed her and pulled her out of their home; Zedlyn's dad resisted and was slain. His mom screamed as they beat her to death. The whole time, Zedlyn was hiding behind some trees on the outskirts of their property.

The villagers eventually found Zedlyn as he scavenged through the refuse during the night, trying to find food. They debated on what to do with him, considered killing him, but eventually decided to sell him to a mercenary captain that was passing through their town.

The mercenaries had a headquarters in a coastal trading town. Zedlyn spent his younger days spear fishing as directed by the mercenaries in order to help feed the troops. It was a tough life devoid of caring - a daily fight for survival.

As Zedlyn grew older, he went on numerous campaigns with the mercenaries. He faced many near death situations, which scarred him physically, but just made him tougher mentally as he had already been through enough serious trauma as a child to deal with most anything. Zedlyn became respected by the rest of the mercenary group for his fighting prowess, his direct and logical approach to problems and his tactical abilities.

Eventually, Zedlyn bought his own freedom with the money he had made. He briefly considered becoming a fisherman, but instead decided to become a freelance sell-sword. After many more adventures, he was eventually hired by Arik.

As a mercenary, Zedlyn spent time fighting various common humanoid races. This is why he's fluent in Goblin. He holds none of his peoples' animosity towards them as he was not raised by Gnomes.

Sunday, October 20, 2013

Session 11: Tomb of the Iron God, Part 11

(Apologies if I've forgotten anything. It's been a while since the game and I don't remember all of the details.)

The party return to the room to the north, which they didn't fully investigate before. Searching the alcoves reveals a few coins but little else. They decide to take the southernmost of the two west exits from the room.

This exit, after a short passage, opens into a small room; a dead end containing more alcoves, and dominated by a pile of decomposing goblin corpses. Rummaging through, they find about a dozen goblins in various states of decomposition, ranging from approximately a week old to a month old. All seem to have died violent deaths, mostly to weapon wounds but also to claw and bite marks. There are no trails along the floor or any other indication of how the goblins got here, and the party are unable to determine exactly what happened. The alcoves contain a necklace, but otherwise the room has nothing else of interest.

The party next take the other western passage from the previous room. This passage contains a branch to the north, and also turns north at the end. Taking the branch to the north, the party discover that it ends in a dead end. Taking the time to search it, they find a secret door that opens into the room with 100 alcoves that they'd already explored.

Backtracking, they head to the end of the passage where it turns north, and follow it. The passage continues for about 50 feet before opening into a room, but as the party step in, they are ambushed by a pack of skeletons that emerge from around a corner. As the skeletons charge the side of the party's ranks, a second pack of skeletons emerge from further down the room, for a total of ten skeletons. The party sustain some injury, but after a few moments of confusion, Iriellis and Flossaria hold off the creatures, allowing the rest of the party destroy them.

Searching the room, the party find more alcoves and a passage to the north. A search of the alcoves reveals nothing, but the party do find a large gem rattling around inside one of the skeletons' skulls. The north passage is a dead end; searching it reveals a secret door into a hallway the party had already explored.

At this point, barring any secret passages that the group may have missed, the lower catacombs are completely explored. Iriellis stops to think for a moment, and realizes that she no longer feels the same compulsion from the Iron God that she did before. Thus, the party assume that those skeletons must have been the last of the undead within the catacombs. They decide to head back to visit the Iron God.

Returning to the Iron God's chambers, they find them essentially unchanged from when they first visited. They speak with the Iron God, who confirms that the undead have been purged and that their mission is complete. It informs them that it is weak now, and intends to enter a period of sleep for a very long time. Thus, despite Arik's pleas, it cannot leave to go with him.

With the undead in the catacombs dealt with, Arik decides that there is no further use to exploring the monastery, as the Iron God will not leave to come with them. They return to the village of Asuna and rest for the night. The next morning, Hassan's caravan sets out, and they continue their journey towards the city of Viskha.

Districts of Viskha



The Docks

The docks are the only district of Viskha that is actually outside of the city's walls. As the name implies, the docks are a warren of wharves, warehouses, and taverns that cater to the many travelers and traders who visit the city.

Although the main thoroughfares are well patrolled, the docks are known to be the most dangerous section of Viskha as soon as one steps off the beaten path, even more so than the lower-class slums inside the city's walls. However, they are also the most lively and varied district as well.

The water level of the Yann increases drastically during flood season. Viskha's docks are built to accommodate the flood season, which is when the most travel and trade occurs. During the off-season, temporary docks and facilities are set up lower down the riverbank.

Palace District

The Palace District encompasses the Royal Palace of Viskha, but it also functions as the overall upper-class district of Viskha. Most of the nobles, rich merchants, and other powerful individuals of the city live in this district. Its streets are lined with luxurious manors and well-tended parks.

Apart from the Royal Palace itself, the other major landmark of the Palace District is the Grand Temple of Slid, the only temple afforded a place in the district. Other temples are generally found in Yahn's Market or the Yannreach.

The Palace District is lavishly decorated and strictly patrolled; order is well-kept here. Additionally, this district is not open to commoners. Only residents of the district, those with explicit invitations from residents, or people who work within the district are allowed in.

The Yannreach

The Yannreach actually consists of two separate districts: North Yannreach and South Yannreach. What these two districts have in common is that they are the slums of the city, where the poorest inhabitants of Viskha live.

The Yannreach also once included a third district, called West Yannreach. However, this district was re-purposed by Queen Ilthai in order to create the Barracks District. Because of this, the two districts of the Yannreach are even more overcrowded than a typical slum.

The standards of order are much more lax in these districts, and crime and poverty are much more common here. While officially, the Thieves' Guild of Viskha was destroyed over a decade ago, shortly after Queen Ilthai came to power, rumours persist that the Guild, or a new Guild (stories vary) thrives still in the Yannreach.

Barracks District

Once called the West Yannreach District, this district was cleared out and essentially rebuilt by order of Queen Ilthai, in order to be re-purposed for military use. The aptly-named Barracks District houses Viskha's large professional army, as well as the various support and upkeep staff that it requires.

Like the Palace District, entry into the Barracks District is restricted, although less so. In general, anyone who can get into the Palace District can get into the Barracks District, along with any member of the military and anyone on official military business.

The Barracks District was once connected to the two Yannreach District via gates, but when the district was re-purposed, the gates were torn down and closed off.

Yahn's Market

Named after the God of Wealth, Yahn's Market is both the commercial district and the overall hub of Viskha. It is the only district from which all other districts are available, and it is the busiest district of the city, rivaled only by the docks. Because of this, Yahn's Market sees a great variety of people, from rich merchants and noblemen making large purchases to peasants coming in to sell their goods.

Yahn's market is home to traders, craftsmen, and merchants of all sorts, as well as most of the city's temples, guilds, and other services. In terms of law and order, it is better than the docks or the Yannreach, but worse than the palace or the barracks.

Friday, October 4, 2013

Session 10: Tomb of the Iron God, Part 10

Backing away from the horde of skeletons, the characters stop to consider their plan. As they ponder, they are rejoined by Sharla, who declines to explain her absence. Several ideas are tossed back and forth until Sharla suddenly recalls the barrels full of embalming fluid they found in the monastery basement above. Knowing its extreme flammability, the party retreat back up to that level, retrieve the three barrels, then return to the skeletons.

After a small amount of further discussion, they put their plan into action. They open two of the barrels and pour their contents all over the hallway leading to the skeletons, then retreat around the corner, taking up positions behind the six animated statues. The trap set, Flossaria steps forward and fires at one of the skeletons with her bow before retreating behind the relative safety of the statues.

The skeletons, finding themselves under attack, respond instantly. Marching in disciplined ranks, they charge around the corner and engage the statues. As the fight begins, Iriellis hurls a lit torch over the combatants, and in a few moments, the front ranks of the skeletons are engulfed in a roaring inferno which quickly consumes them.

Skeletons, being mindless beings, are completely obedient to their last orders, and apparently whoever gave these skeletons their last order failed to consider this situation, as the orderly ranks of skeletons continue to march two-by-two directly into the fire. Many of them don't even make it to the statues to fight, and those that do are held off by the iron beings, although two of the statues are destroyed in the fight.

As the embalming fluid begins to burn out, with no end to the skeletons in sight despite dozens having been destroyed, Arik and Flossaria hurl the third barrel over the combatants after unstoppering it first. The inferno is re-lit and many more skeletons are destroyed.

As the fire runs out, the skeletons are still coming, but the party hope that their numbers have been sufficiently reduced so that the remainder is manageable. The statues keep fighting, but eventually all six are destroyed by the advancing skeletons. Arik and Zedlyn step forward to fight, but at this point there are only four or five skeletons remaining, few enough to be easily mopped up by the pair of warriors. Zedlyn suffers minor wounds which are healing by Iriellis, but otherwise the party has managed to destroy 50 skeleton warriors with no other injuries - although their animated statue escort is now completely destroyed.

After destroying so many undead creatures, and with no other obvious passages to explore, the party wonder whether their task is now complete. Iriellis prays and attempts to ask the Iron God directly; while it doesn't respond with words, she feels a sensation in the back of her mind that their work is still not done, in the eyes of the Iron God.

Leery that the room could be the prison of the Eater of the Dead, and taking heed of the poem that they found earlier stating that "he who sees him frees him", the party enter the chamber with their eyes pointed directly at the floor and attempt to search the room in this manner. Sharla quickly grows frustrated with this, and uses her mirror to scan the room, hoping that seeing the Eater of the Dead indirectly through the mirror will protect her from whatever would normally happen. She doesn't get to find out, because her inspection quickly reveals that the Eater of the Dead isn't here, a fact that she informs the rest of the party of.

Taking the time to thoroughly search the room and the remains of the skeleton warriors, the party make several discoveries. Amongst the skeletons, they find a gold bracelet as well as a finely made shield. Among various alcoves in the room, they find a dagger, five gems, a potion, and a wand, all unidentified (and since none of the spellcasters prepared the proper spell, they cannot tell if any or all of them are enchanted). Finally, Arik discovers a secret door leading to the south.

As there are no other directions to take, the group head through the secret passage, which winds its way to the west before depositing them in a small chamber with many exits. In addition to the passage they came from, the room contains two western passages and a southern passage. They are about the start searching the room when Flossaria catches the sound of shuffling movement coming from the south. Assuming the noise to be that of the undead, the party put aside the current room and head to the south.

After a short passage, the south exit opens into a larger room that is crawling with zombies - about 20 of them. Shouting a battle cry, Arik charges into the fray and attacks, with Zedlyn not far behind him. As the zombies begin to swarm around them, Flossaria and Iriellis call on their respective deities to drive the creatures back. Between them, over a dozen zombies are affected; combined with the zombies that Zedlyn and Arik had already cut down, this leaves only a few left to fight them, which they easily finish off. Adokas joins the two warriors, and the three of them systematically cut down the remaining zombies one-by-one, as Iriellis and Flossaria hold them back with their holy power.

With the zombies dealt with, the party investigate the room, which turns out to contain about 100 alcoves in the walls along with three large sarcophagi sitting on the ground to the south. Investigating carefully, they discover a trapped latch on the center one. Adokas attempts to disarm it, but is unsuccessful. The party stop to decide how to handle the trap, but impulsively, Arik throws caution to the wind, walks up, and flings the sarcophagus open.

A clicking sound precedes a cloud of gas spraying out of the coffin, and moments later Arik stumbles out of the cloud, coughing and sputtering but otherwise unharmed. After the gas clears, the party step forward and search the contents of the sarchophagus. Inside is nothing but a plain, unadorned skeleton, but Zedlyn finds a false bottom, concealing a small cache of gold coins and a magical scroll. The other two sarcophagi are untrapped. The first contains a skeleton fully bedecked in gold and silver jewellery, which the group take, and the second contains a skeleton wearing a gem-studded necklace, which they also take. Finally, a search of the alcoves reveals a ruby gem, which the party take as well.