THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND


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Bodily Relief
Druid Orison (0-Level Spell)

Transmutation / Conjuration (Teleportation)
Level: 0
Components: V,S,DF
Casting Time: 1 Standard Action
Range: Creature Touched or Personal
Target: 1 touched creature
Duration: Instantaneous

When you tap yourself on the chest, or another person on the shoulder, that person is relieved from the call of nature. The contents of their bladder and bowels are transmuted into a nutrient-dense powder, and teleported to the nearest freshwater water source, such as a river, stream, pond, or lake. This has the effect of relieving the person touched, as if they'd had the chance to have a "bathroom break," while at the same time, producing a flaky, thin powder (think of modern fish food) which ends up serving as food for local marine life. The spell will not choose the same, nearby freshwater source two or more times in the same 24-hour period; instead, it will choose the second-closest, third-closest, etc. This spell has no ill effect on the environment, whatsoever. This spell is particularly useful for adventurers, especially those that find themselves in long-term underground environs, such as dungeons.

Wardrobe Replenishment
Wizard Cantrip (0-Level Spell)

Transmutation / Conjuration
Level: 0
Components: V,S
Casting Time: 1 Standard Action
Range: Creature Touched or Personal
Target: 1 touched creature
Duration: Instantaneous

When you tap yourself on the chest, or another person on the shoulder, that person's normal (non-magical) clothes are instantly "washed" in a magical liquid that removes stains and odors, and turns physical dirt into a fine, magical thread, which then mends any tears, rips, or snags in the cloth, and lastly, the spell douses the newly-mended clothes in a sweet-smelling, very mild, very weak perfume, which leaves them smelling freshly laundered. This spell is particularly useful for adventurers, especially those that find themselves in long-term underground environs, such as dungeons. Creatures which track by smell can notice the freshly-laundered scent for the first hour after casting, giving them a +2 tracking bonus, but after that, the smell becomes too weak to affect the die roll.

The party rests and re-memorizes spells whilst Tam searches each corridor, inch by inch, for any signs of traps, whether mechanical, or magical symbols. Respen memorizes 4 Dispel Magic spells for his 3rd level array, knowing they will soon come into play. The party also takes about 45 minutes to feed themselves, anoint themselves with oils and scented water (the best substitute for a bath that can be managed in an underground setting such as this) and Lathir casts the Druidic Orison known as "Bodily Relief" upon the party members also, which serves to relieve their bodies from their natural excretion processes; Respen casts the Wizard Cantrip known as "Wardrobe Replenishment" upon the party members in order to clean and refresh their normal (non-magical) clothing from unwanted smells, as well as repairing small rips and tears in the clothing, the overall effect of all of these things being that the party is not only well-rested, but also quite refreshed.

When the time comes, Respen, with the aid of Lathir, Dewydd, and Vale, is able to dispel the Acid Fog corridors, although the knowledge of a limited suppression time for the fog weighs heavily on the party's mind.

Maze-Map-001.jpg


At the location marked with a blue ( X ) on the map, the party finds an unusual landmark: a very life-like statue. It is of an extremely tall and muscular, bald humanoid, wearing a short robe (which stops about 4.5 inches above the ankle) and a belt which is actually a length of rope. On his arms are intricately-carved bracers; on his feet are sandals which are really little more than a piece of leather, held on by a series of leather-looking cords wrapped generously around his feet and ankles. The statue is about 7'2" tall, and the oddest thing about it is its pose. The statue appears to be looking behind itself, as if it had heard something behind itself, and was in the process of turning around to see what it was. With the proliferation of experienced spellcasters in the party, a general consensus is quickly reached: this was once a living being who was somehow turned to stone by magical means.

You have been roaming this section of the desert (near Khubsheth's perch) for quite some time (a few years, at this point!) although you have never approached the perch itself. You have seen the might of Khubsheth, and have watched him dispatch all whom have ever approached him.

One day, you are approached by a young Gray Elf, who looks to be in his early adolescence, akin to a Human in his early twenties. He has blonde hair, comely features, and silver eyes, wearing fine, brown leather armor, and green silk pants. To compliment this, he wears a white, silk shirt. He is about 6'4" tall, and a bit on the heavier, more muscular side for an elf. He introduces himself simply as "Collin," and asks you for the favor of speaking with his mother.

LONG STORY SHORT: You speak to her just after the party has left, and she admonishes you to follow them, and to help them if you can. You pass Khubsheth's test with flying colors, and enter the tomb. However, you are somehow gated into the lower level of the tomb, where the Sphinx Queen is able to cause you to appear on top of a protective glyph. The sole function of the glyph is to imprison its victim, by turning them to stone, and teleporting them to a random location in the maze. You looked upon yourself in horror, as you slowly began to turn to stone over the course of three rounds. After that, you remember nothing. Until the party can free you, you find yourself unable to do anything, including remaining conscious. Until they can free you, you shall wander the expanse of your sleeping mind, dreaming strange, unusual, and frightening dreams.

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Sylvar uses the pause after the spells are finished to step a little closer to the statue, keeping his distance and his hands to himself. He walks a slow half-circle around it, eyes moving from the stance to the way the head is turned.
“Huh,” he mutters. “Doesn’t look posed.”
He pauses, then shifts position so he’s standing just behind the statue’s shoulder, following its line of sight down the corridor. Sylvar narrows his eyes and focuses, scanning the darkness in the direction the statue had been looking, as if trying to see what it saw at the last second.
“Whatever happened to him, it was quick,” he says quietly. “No time to react.”
His attention flicks back to the others. “Also… how long do we have before that acid fog decides to come back? Because if this thing wasn’t alone, I’d rather not be standing here when the hallway fills again.”
He looks once more at the statue, then back down the corridor. “Feels less like decoration and more like a warning.”
OOC / GM:
Sylvar is examining the statue and paying close attention to the direction it’s facing, trying to spot anything significant down that corridor. If appropriate, I’d like to attempt Bardic Knowledge and/or Knowledge (Arcana) to identify the cause or any pattern tied to the petrification. Also keeping awareness of the remaining duration on the dispelled Acid Fog.
 

OOC:
Taking 10 to examine the statue = 27. DC was 25.


You're pretty sure that the petrification was INSTANT, meaning he must have stepped onto a floor rune trap, or something similar. With rune traps, the victim freezes instantly, unable to move, and the petrification process takes a few seconds afterwards. (2-3 rounds.)
 

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