Gilra will try to spot any trees that would be large enough to try to use for a transportation spell later on. Possibly for getting out, possibly for getting in.
Gilra will try to spot any trees that would be large enough to try to use for a transportation spell later on. Possibly for getting out, possibly for getting in.
There are plenty of beautiful palm trees around the island.
The museum is by far the most plain building you have seen in the city. More of a mortuary then a place of knowledge, its halls are inlaid with the golden bodies of petrified victims, a testament to the ruthless efficiency with which Amun-Hakkor ran his ancient empire. The victims range from demons laid low mid-rampage, to nymphs who failed to wear enough clothing in public. Outside is a billboard that unavoidably catches your attention. It reads:
"Tales of Amun-Hakkor's immortality and power were greatly exaggerated, for his empire fell into economic collapse and financial ruin. It is with great bravery and skill that Dalia Concordat plumbed the depths of Amun-Hakkor's vaults, and from the ruins of his lost empire pulled forth the Grasp of the Pharaoh, claiming his wealth and power for herself This Museum stands in testament to Dalia's mastery and power, for what was once Amun-Hakkor's is now hers by right. DON'T FORGET IT"
As you peruse the museum, you come across several statues of note. Each statue has a magical gem in front of it that, when touched, can replay the moments of the creature's defeat in a dazzling illusory display for all to see. In addition, a narration is magically played when this occurs.
Ironstavix the Blazing This golden statue of an ancient red dragon stands as a centerpiece to the museum. A massive figure, his form is covered in an impressive set of ornately carved adamantine armor.
Descriptions Famous for his insatiable greed, Ironstavix sought to take the wealth of Amun-Hakkor by force, launching a massive invasion using thousands of minions. To his dismay, Amun-Hakkor's arcane might proved too powerful, turning his minions to gold before his very eyes. Desperate to recoup his losses, he swept down from the sky to carry off what he could, only to become a statue himself
Illusory recording:
A great dragon soars over afield of golden corpses, amidst which stands the defiant Immortal Pharaoh. With a tumultuous roar, the beast descends towards Amun-Hakkor with claws and teeth bared. A storm of radiant light streams from miniature novas of energy about the Pharaoh's shoulders, piercing the dragon again and again. The beast crashes to the ground a few meters from its foe, and Amun-Hakkor strides casually over. A touch from the gauntleted hand, a final roar from the great dragon, and all that remains is a golden statue.
A Religion or Survival check of DC 22 or higher while viewing the illusory display can determine...
that Amun-Hakkor's powers seem to deal amounts of radiant damage. Even more worryingly, it can be observed that he is able to manipulate the considerable power of the sun itself, creating miniature blazing stars that he can command.
Son of Azathoth Nestled in the back of the museum is the form of a massive monstrosity of burnished gold. Terrifyingly alien, it assaults the very concept of reality. There are some things for which language is not equipped to describe. This is one of those things.
Descriptions "There was a rumor that Amun-Hakkor had consorted with beings beyond the realm of sanity to acquire arcane power. If there is any truth to this rumor, it can be found here. Most learned scholars scoff at this notion, arguing that it couldn't possibly be real and is instead an elaborate forgery."
As the narration ends and you view the creature it gives you the chills, and you can feel a slight pull behind your eyes as you gaze at it. Turning away, you swear you can feel some presence, ever so slight, brushing your mind.
Illusory recording: Amun-Hakkor appears facing off against the visceral form of the golden creature beside you, brought to life. Raising his arms high, the ground around him coalesces into swarms of glass warriors, which throw themselves against their foe. Though they appear to shatter easily, their numbers seem limitless, eventually bringing the beast to earth, where Hakkor transforms it to gold with a touch from his gauntlet.
Arm of the Thronelord In a simple glass case displayed predominantly rests a simple human arm. The plaque labeling the case simply reads, "The Thronelord."
Descriptions At his peak, the might of Amun-Hakkor held sway enough to cause the Thronelord himself pause.
Illusory recording: The illusion plays, showing Amun-Hakkor facing off against what appears to be a humanlike creature, though its details are blurred and unclear, as though viewed through static. Visibly angry, Amun-Hakkor lunges forward, golden gauntlet outstretched, and latches onto the figure's arm—which transforms to gold with a colossal explosion, throwing Amun-Hakkor to the ground. The mysterious figure tilts its head as if speaking and vanishes, leaving Hakkor furious and injured. The Pharaoh's pain and rage manifests in a tremendous burst of radiant energy as he glows like the sun.
A successful DC 25 Arcana or History check determines the following:
The Thronelord is a magic user widely considered to be the greatest mage alive, who can wield the Siege Arcana, a great tower in a far away land that can magnify even Epic magic to world-shattering strength. Amun-Hakkor can transform when gravely injured into another form, likely something he holds back until his life is threatened.
This post has potentially manipulated dice roll results.
Raist Religion: 29
Raist Arcana: 30
Raist is impressed with the power that is being shown in this museum and hopes Dalia will allow him to study some of her work as he continues on to the tavern.
(Would we have known much about Amun-Hakkur already? Specifically about his fall? History: 31 + 2)
You recall the following:
Few empires of old are remembered so vividly as the Golden Union of Amun-Hakkor. From its lands streamed endless rivers of gold, dominating and uplifting all other civilizations through economic power alone. Though many coveted the power and wealth of Amun-Hakkor and his Golden Union, none dared to take it for themselves, and many journeyed to his grand palace to seek his favor. Never did his people want, for Amun-Hakkor provided every luxury and convenience as was within his power to do so, and enjoyed the love of his people. However, one day a young man journeyed to Amun-Hakkor and told him of his troubles. A young love of his had made a foolish bargain with a Devil, and had her soul taken to the burning hells. Tearfully pleading with Amun-Hakkor, the young man begged him to bargain back her soul with his great wealth, and restore her to life. Amun-Hakkor knew that the Devils were no fools, and would undoubtedly demand a great price, a bargain he knew would finance their fell schemes for centuries to come. His eyes full of sadness, Amun-Hakkor told the young man there was nothing he could do, which sent the youth flying into a rage. Accusing Amun-Hakkor of numerous sins, including greed, ego, and malevolence, the youth spat at his feet as a sign of disgust.
Furious, Amun-Hakkor stood tall, having never once been treated in such a manner. He pointed his finger at the lad, and stated that if his people could not be grateful for all he provided, he would strip them bare, and return only when they learned humility. Turning to his council of mages, Amun-Hakkor used powerful magic to entomb himself within his Arcane Vaults for eternity, to awaken when all his subjects begged for his return having learnt their lesson. His council begged him not to do this, for there would always be a few malcontents, but Amun-Hakkor would not be dissuaded. If he expected his subjects to learn the error of their ways, he was sorely mistaken. As the empire fell to ruin around his tomb, the subjects blamed Amun-Hakkor for his selfish ego, for without someone to wield the Grasp of the Pharaoh, the Golden Union lost the source of its wealth. While Amun-Hakkor's empire is long gone, the Pharaoh Conqueror still sleeps, ready to rebuild the Golden Union by raising it from the old world, atop the ruins of the new if need be.
Stalker accompanies those who go to the museum and studies the illusions, activating them several times so he can watch the battles unfold again and again. "An impressive foe." He says as he watches the emperor strike down the red dragon yet again.
Positioned in a picturesque location on the edge of the city, the bar opens onto the glittering golden sands of a beach that stretches for miles. Scattered about the beach are lawn chairs, umbrellas and resting areas for beings of all sizes and shapes. Manning the bar stands the waist-high Murrin Redscruff, a dwarf of excessively pleasant disposition happily serving various practitioners. Alenoth the Evelflowing, a water elemental magically altered to be composed of pure golden ale, moves around him with exceptional grace, acquiring mixing ingredients and ice.
The sentience of Alenoth is a mystery unsolved, but his liquid is known to be excessively delicious to the point of fame. He offers but 10 draughts of himself per day to interested customers.
What's on Tap? The Lap of Luxury has a colorful selection of drinks, and just as colorful patrons. It is not uncommon to find a Storm Giant and Empyrean engaged in a drinking contest, or a Celestial tempted to its first sip. The magical properties of the building allow anyone of Gargantuan size to be seated comfortably. There is something for everyone. A basic menu is provided with some of the more noteworthy drinks. In addition, two persons of interest stand out immediately to you as they imbibe drinks and partake in merrymaking:
Academy, a well known Diviner Archmage, and Bloopar, the Muck with a Mind.
Reclining on a chair, sipping from his favorite drink in a pair of boardshorts, lies the powerful Archmage, Academy. He immediately stands out to the players as a Diviner of incredible power, with Epic abilities and skills. He sits with an adult red dragon a few feet away, discussing the merits of scrying for the purposes of blackmailing leaders of powerful nations.
Resting in a large tub of what appears to be black sludge is Bloopar, the Muck with a Mind. A black pudding that somehow gained sentience, this peculiar being has fought against overwhelming stigma to find "unconventional" work: Bloopar contorts itself into dynamic and evocative shapes, much to the delight of those watching.
LAP OF LUXURY MENU DESCRIPTION
Essence of Alenoth Famous throughout the planes for its taste, this beer is imbued with the living essence of Alenoth, the multiverse's only beer elemental. Alenoth aids the drinker by manipulating his essence to suffuse one's tastebuds. Constitution save DC 26, or drinker is Charmed by every humanoid creature they meet for 1 hour. Price: 10,000 gp
Archon's Tears Brewed from the waters of Styx, this magical ale is prized amongst those of less wholesome tastes for its rarity and sharpness. Constitution save DC 19, or target becomes evil for the next 24 hours, and poisoned for 4 hours. Price: 3,000 gp
Chronoblend Magically aged for 10,000 years over the course of a few days, Chronoblend gives the finest culinary experience that is afforded by age while temporarily restoring one's youth for a period of one day. Popular choice for those going to visit the House of Negotiable Affection. Constitution save DC 21, or target becomes an infant. The creature rapidly ages back to its original age over the next hour, during which it is Poisoned. Price: 5,000 gp
Flamethirst Special A mixed drink invented by popular patron Archmagister King, this hard liquor consists of three wines brewed in the Elemental Plane of Fire, topped off with a single delayed blast fireball bead dipped in chocolate. Constitution save DC 24 or all orifices erupt in flames, dealing the target 77 (22d6) fire damage, and stunning the affected target for 1 round. Price: 4,000 gp
Ecto Elixer Brewed from the captured essence of ghosts and other incorporeal beings. This beer is first pick amongst undead and other incorporeal beings, as they are able to fully ingest it. Non-incorporeal beings find this beer excessively bizarre. Constitution save DC 22, or target gains incorporeal movement, allowing them to move through creatures and objects as though they were difficult terrain for 1 minute. Price: 900 gp
Water Cool, crisp, and refreshing. Target feels appropriately hydrated. Price: 100 gp
Where does the party go? Do you head to the mansion, though the meeting is not till later in the day, or do you go to the museum or the tavern?
Raist would wander through the museum, curiosity getting the better of him and then would end up at the tavern till the time of the meeting.
Gilra will try to spot any trees that would be large enough to try to use for a transportation spell later on. Possibly for getting out, possibly for getting in.
Jaro would head to the museum.
Malus would look around the museum.
There are plenty of beautiful palm trees around the island.
The Trophy Case - Museum of the Lost Empire
The museum is by far the most plain building you have seen in the city. More of a mortuary then a place of knowledge, its halls are inlaid with the golden bodies of petrified victims, a testament to the ruthless efficiency with which Amun-Hakkor ran his ancient empire. The victims range from demons laid low mid-rampage, to nymphs who failed to wear enough clothing in public. Outside is a billboard that unavoidably catches your attention. It reads:
"Tales of Amun-Hakkor's immortality and power were greatly exaggerated, for his empire fell into economic collapse and financial ruin. It is with great bravery and skill that Dalia Concordat plumbed the depths of Amun-Hakkor's vaults, and from the ruins of his lost empire pulled forth the Grasp of the Pharaoh, claiming his wealth and power for herself This Museum stands in testament to Dalia's mastery and power, for what was once Amun-Hakkor's is now hers by right. DON'T FORGET IT"
As you peruse the museum, you come across several statues of note. Each statue has a magical gem in front of it that, when touched, can replay the moments of the creature's defeat in a dazzling illusory display for all to see. In addition, a narration is magically played when this occurs.
Ironstavix the Blazing
This golden statue of an ancient red dragon stands as a centerpiece to the museum. A massive figure, his form is covered in an impressive set of ornately carved adamantine armor.
Descriptions
Famous for his insatiable greed, Ironstavix sought to take the wealth of Amun-Hakkor by force, launching a massive invasion using thousands of minions. To his dismay, Amun-Hakkor's arcane might proved too powerful, turning his minions to gold before his very eyes. Desperate to recoup his losses, he swept down from the sky to carry off what he could, only to become a statue himself
Illusory recording:
A great dragon soars over afield of golden corpses, amidst which stands the defiant Immortal Pharaoh. With a tumultuous roar, the beast descends towards Amun-Hakkor with claws and teeth bared. A storm of radiant light streams from miniature novas of energy about the Pharaoh's shoulders, piercing the dragon again and again. The beast crashes to the ground a few meters from its foe, and Amun-Hakkor strides casually over. A touch from the gauntleted hand, a final roar from the great dragon, and all that remains is a golden statue.
A Religion or Survival check of DC 22 or higher while viewing the illusory display can determine...
that Amun-Hakkor's powers seem to deal amounts of radiant damage. Even more worryingly, it can be observed that he is able to manipulate the considerable power of the sun itself, creating miniature blazing stars that he can command.
Son of Azathoth
Nestled in the back of the museum is the form of a massive monstrosity of burnished gold. Terrifyingly alien, it assaults the very concept of reality. There are some things for which language is not equipped to describe. This is one of those things.
Descriptions
"There was a rumor that Amun-Hakkor had consorted with beings beyond the realm of sanity to acquire arcane power. If there is any truth to this rumor, it can be found here. Most learned scholars scoff at this notion, arguing that it couldn't possibly be real and is instead an elaborate forgery."
As the narration ends and you view the creature it gives you the chills, and you can feel a slight pull behind your eyes as you gaze at it. Turning away, you swear you can feel some presence, ever so slight, brushing your mind.
Illusory recording:
Amun-Hakkor appears facing off against the visceral form of the golden creature beside you, brought to life. Raising his arms high, the ground around him coalesces into swarms of glass warriors, which throw themselves against their foe. Though they appear to shatter easily, their numbers seem limitless, eventually bringing the beast to earth, where Hakkor transforms it to gold with a touch from his gauntlet.
Arm of the Thronelord
In a simple glass case displayed predominantly rests a simple human arm. The plaque labeling the case simply reads, "The Thronelord."
Descriptions
At his peak, the might of Amun-Hakkor held sway enough to cause the Thronelord himself pause.
Illusory recording:
The illusion plays, showing Amun-Hakkor facing off against what appears to be a humanlike creature, though its details are blurred and unclear, as though viewed through static. Visibly angry, Amun-Hakkor lunges forward, golden gauntlet outstretched, and latches onto the figure's arm—which transforms to gold with a colossal explosion, throwing Amun-Hakkor to the ground.
The mysterious figure tilts its head as if speaking and vanishes, leaving Hakkor furious and injured. The Pharaoh's pain and rage manifests in a tremendous burst of radiant energy as he glows like the sun.
A successful DC 25 Arcana or History check determines the following:
The Thronelord is a magic user widely considered to be the greatest mage alive, who can wield the Siege Arcana, a great tower in a far away land that can magnify even Epic magic to world-shattering strength.
Amun-Hakkor can transform when gravely injured into another form, likely something he holds back until his life is threatened.
Jown will go with Gilra to look for trees, not being sure what exactly he wants to do and not wanting to visit the museum
Arcana/History (both are the same for Merlin) check#1: 30
check#2: 14
Lot's of stuff ...
Perdan will take his time and walk up to each exhib. He will carefully examine each display and listen and view the story of each.
Raist Religion: 29
Raist Arcana: 30
Raist is impressed with the power that is being shown in this museum and hopes Dalia will allow him to study some of her work as he continues on to the tavern.
Religion: 12
Arcana: 25
Malus looks over each of the exhibits, impressed and interested in such a display of raw power. Afterwards he will head to the tavern.
Jaro with guidance
Religion: 26 + 4
Arcana: 25 + 1
(Would we have known much about Amun-Hakkur already? Specifically about his fall? History: 24 + 2)
You recall the following:
Few empires of old are remembered so vividly as the Golden Union of Amun-Hakkor. From its lands streamed endless rivers of gold, dominating and uplifting all other civilizations through economic power alone. Though many coveted the power and wealth of Amun-Hakkor and his Golden Union, none dared to take it for themselves, and many journeyed to his grand palace to seek his favor. Never did his people want, for Amun-Hakkor provided every luxury and convenience as was within his power to do so, and enjoyed the love of his people. However, one day a young man journeyed to Amun-Hakkor and told him of his troubles. A young love of his had made a foolish bargain with a Devil, and had her soul taken to the burning hells. Tearfully pleading with Amun-Hakkor, the young man begged him to bargain back her soul with his great wealth, and restore her to life. Amun-Hakkor knew that the Devils were no fools, and would undoubtedly demand a great price, a bargain he knew would finance their fell schemes for centuries to come. His eyes full of sadness, Amun-Hakkor told the young man there was nothing he could do, which sent the youth flying into a rage. Accusing Amun-Hakkor of numerous sins, including greed, ego, and malevolence, the youth spat at his feet as a sign of disgust.
Furious, Amun-Hakkor stood tall, having never once been treated in such a manner. He pointed his finger at the lad, and stated that if his people could not be grateful for all he provided, he would strip them bare, and return only when they learned humility. Turning to his council of mages, Amun-Hakkor used powerful magic to entomb himself within his Arcane Vaults for eternity, to awaken when all his subjects begged for his return having learnt their lesson. His council begged him not to do this, for there would always be a few malcontents, but Amun-Hakkor would not be dissuaded. If he expected his subjects to learn the error of their ways, he was sorely mistaken. As the empire fell to ruin around his tomb, the subjects blamed Amun-Hakkor for his selfish ego, for without someone to wield the Grasp of the Pharaoh, the Golden Union lost the source of its wealth. While Amun-Hakkor's empire is long gone, the Pharaoh Conqueror still sleeps, ready to rebuild the Golden Union by raising it from the old world, atop the ruins of the new if need be.
Stalker accompanies those who go to the museum and studies the illusions, activating them several times so he can watch the battles unfold again and again. "An impressive foe." He says as he watches the emperor strike down the red dragon yet again.
As you head to the Lap of Luxury...
Positioned in a picturesque location on the edge of the city, the bar opens onto the glittering golden sands of a beach that stretches for miles. Scattered about the beach are lawn chairs, umbrellas and resting areas for beings of all sizes and shapes. Manning the bar stands the waist-high Murrin Redscruff, a dwarf of excessively pleasant disposition happily serving various practitioners. Alenoth the Evelflowing, a water elemental magically altered to be composed of pure golden ale, moves around him with exceptional grace, acquiring mixing ingredients and ice.
The sentience of Alenoth is a mystery unsolved, but his liquid is known to be excessively delicious to the point of fame. He offers but 10 draughts of himself per day to interested customers.
What's on Tap?
The Lap of Luxury has a colorful selection of drinks, and just as colorful patrons. It is not uncommon to find a Storm Giant and Empyrean engaged in a drinking contest, or a Celestial tempted to its first sip. The magical properties of the building allow anyone of Gargantuan size to be seated comfortably. There is something for everyone. A basic menu is provided with some of the more noteworthy drinks. In addition, two persons of interest stand out immediately to you as they imbibe drinks and partake in merrymaking:
Academy, a well known Diviner Archmage, and Bloopar, the Muck with a Mind.
Reclining on a chair, sipping from his favorite drink in a pair of boardshorts, lies the powerful Archmage, Academy. He immediately stands out to the players as a Diviner of incredible power, with Epic abilities and skills. He sits with an adult red dragon a few feet away, discussing the merits of scrying for the purposes of blackmailing leaders of powerful nations.
Resting in a large tub of what appears to be black sludge is Bloopar, the Muck with a Mind. A black pudding that somehow gained sentience, this peculiar being has fought against overwhelming stigma to find "unconventional" work: Bloopar contorts itself into dynamic and evocative shapes, much to the delight of those watching.
LAP OF LUXURY MENU DESCRIPTION
Essence of Alenoth
Famous throughout the planes for its taste, this beer is imbued with the living essence of Alenoth, the multiverse's only beer elemental. Alenoth aids the drinker by manipulating his essence to suffuse one's tastebuds.
Constitution save DC 26, or drinker is Charmed by every humanoid creature they meet for 1 hour.
Price: 10,000 gp
Archon's Tears
Brewed from the waters of Styx, this magical ale is prized amongst those of less wholesome tastes for its rarity and sharpness.
Constitution save DC 19, or target becomes evil for the next 24 hours, and poisoned for 4 hours.
Price: 3,000 gp
Chronoblend
Magically aged for 10,000 years over the course of a few days, Chronoblend gives the finest culinary experience that is afforded by age while temporarily restoring one's youth for a period of one day. Popular choice for those going to visit the House of Negotiable Affection.
Constitution save DC 21, or target becomes an infant. The creature rapidly ages back to its original age over the next hour, during which it is Poisoned.
Price: 5,000 gp
Flamethirst Special
A mixed drink invented by popular patron Archmagister King, this hard liquor consists of three wines brewed in the Elemental Plane of Fire, topped off with a single delayed blast fireball bead dipped in chocolate.
Constitution save DC 24 or all orifices erupt in flames, dealing the target 77 (22d6) fire damage, and stunning the affected target for 1 round.
Price: 4,000 gp
Ecto Elixer
Brewed from the captured essence of ghosts and other incorporeal beings. This beer is first pick amongst undead and other incorporeal beings, as they are able to fully ingest it. Non-incorporeal beings find this beer excessively bizarre.
Constitution save DC 22, or target gains incorporeal movement, allowing them to move through creatures and objects as though they were difficult terrain for 1 minute.
Price: 900 gp
Water
Cool, crisp, and refreshing. Target feels appropriately hydrated. Price: 100 gp
Jaro would wander the museum until an hour or so before the meeting at the mansion then go rejoin the others in the tavern to head over.
Does anyone wish to do anything at the tavern, or shall we skip ahead to the meeting?
Stalker would be staying at the museum. continuing to study the battles. He would join the others just prior to going to the meeting.
Jown is chilling in the forest with Gilra