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Hero’s Tomb Floor 2

Continued from the first floor.

Apologies, but the only picture I can find is my rough draft of this floor, which only shows the final stage of the central walkways. 
  1. The stairs down to this floor lead to a stone landing facing a dark drop with a mechanical door to the right. Across the dark gap are some pieces of ram-shackle scaffolding supported from below the darkness and on the other side is another door with a landing and to the left is a third door with a small landing.
    1. The door to the right has a slot for the book, along with a statue. When a contract signed by 5 merchant princes from the lands to the south is placed in the hands of the statue, the door opens. However, the statue and door have been damaged recently, allowing a nimble-fingered individual to access the mechanism of the lock and unlock it with a moderate skill check. Placing the mechanical book in the slot adds the entry: “Perfection is the Enemy of the Good I-V: Show your acumen in the arts of negotiation and return with a charter signed by no fewer than five merchant princes of the south. Move ahead without getting mired down attempting to bring the greatest good where a simpler plan will still accomplish some good.
    2. This darkness starts about 15 feet below the edge of the landings, and if tested will reveal a powerful magical darkness extending from that point down another 25 feet to a solid, if almost frictionless surface upon which the scaffolding and some trash rests. This barrier acts as a solid surface that will not create sound by things striking it. With a magical counter spell or ability of 6th level or higher to see through the darkness, this would be revealed as a translucent barrier above a burial chamber littered with all sorts of bones and signs of combat.
    3. Adjacent to the door is a mural depicting exacting maps being drawn by a team of individuals while the city burns in the background outside the window. Another scene below it shows a hoarding noble excluding people from their keep to die to the advancing army only for them to be rescued not long after, never needing the supplies the noble was trying to conserve.
  2. Opening up this door reveals a room littered with complicated traps, a number of which point directly at an angel, frozen in time along with a double door at the other end of the room with a metal bar locking it closed depicting angelic wings. The angel, is being suspended on a stone platform, held by three taut iron chains, halfway down a pit glowing with heat and light from the lava waiting at its bottom.
    1. A boiling cauldron stands poised, ready to boil over onto the angel, however the timbers and kindling beneath it are as yet unlit, although the trail of fuel leads to right below a wobbly table with a burning lantern sitting on the edge of the table. The opaque back of the lantern is blocking a beam of energy emanating from a statue just inside the door to the room, which would strike an ominous collection of glowing glass jars on a rickety bookshelf behind the lava pit.
    2. In another corner of the room is a large ballista aimed at the parts of the angel above the lip of the pit, although trip wires and pressure plates link it and its surroundings to a tank of glowing green mist with barely closed vent-flaps. Each interaction of the players to solve one issue will cause the room to quickly spiral out of the control in ways that cause harm to them and putting the angel in even more apparently dire straits. Moving to catch the lantern would cause the table to wobble further while the statue hits the adventurer with magic. Trying to block the ballista would cause poison gas to get released, harming everyone in the room.
    3. The only solution is to take the lesson from the latest book message to heart and make a direct attempt to remove the angel from harm’s way without trying to come up with a perfect solution, however the adventurers do so. Failures of skill checks or attempting to disarm the various traps only causes further harm to those in the room. Once the angel is rescued, the nature of the room is revealed, as the rescuer is left holding a 6” angel statue and the illusions around the other traps are dispelled, revealing toys, causing psychic harm to those whose futile scramble for perfection got in the way of doing immediate rescue. The angelic wing stylized door bar then slides into the walls, unlocking the double doors.
  3. The door opens up to a series of stone hallways. A small room holds two stone humanoid figures with signs in front of small countertops depicting buy and sell prices of various goods underneath a professional title, they also have small items and tools befitting their trade. Throughout a small network of hallways, there are a handful of other humanoid statues with similar buy and sell prices. One of these stands guard in front of a door with a great stone lock and another stands above a pit of muck with a half-dozen shovels sticking up out of the muddy earth. There buy and sell prices are listed below, but after each purchase, the flip-style number notation on their signage changes, making for a worse and worse deal with each purchase.
    1. The only item worth keeping of the stone facsimiles of the purchased items is the key, which will unlock the door to the next area. Trying to work through the math to find the perfect deal to save the most coin will be incredibly difficult and time-consuming, following with the book’s lesson about perfect being the enemy of the good. Ideally, the adventurers should simply buy the key directly and move on, but if they desire, they can spend time shoveling the muck and trading trying to save just a bit of coin, if that much. Working in the muck does require a moderate constitution save or risk contracting a disease or gaining a mutation.
(Merchant)

SELL 3 Steel : 500 sp

3 Jewels : 1500 sp

BUY Any Item : ½ Price

(Merchant)

SELL 3 Steel : 500 sp (750) (1000)

3 Jewels : 1500 sp (2000)

BUY Any Item : ½ Price

(Smith)

SELL 2 Hoops : 2 Steel

1 Hoop : 200 sp

BUY 1 Steel : 300 sp

(Smith)

SELL 2 Hoops : 2 Steel (3 Steel) (3 Steel) (4 Steel)

1 Hoop : 200 sp (250) (300) (400) (450)

BUY 1 Steel : 400 sp (350) (300) (250) (200)

(Fence)

SELL 1 Ring : 2400 sp

1 Ring : 2 Jewels + 5 Steel

BUY Any Item : 100 sp

(Fence)

SELL 1 Ring : 2400 sp

1 Ring : 2 Jewels + 5 Steel

BUY Any Item : 100 sp

(Barkeep)

SELL 1 Key : 10 Casks

1 Key : 2500 sp

BUY 1 Hour’s Work : 200 sp

(Barkeep)

SELL 1 Key : 10 Casks

1 Key : 2500 sp (2400 if pushed) (2600 after)

BUY 1 Hr’s Work : 200 sp (150) (100) [Dis/Mut Risk]

(Brewer)

SELL 5 Casks : 4 Hoops

1 Cask : 100 sp

BUY 1 Jewel : 300 sp

(Brewer)

SELL 5 Casks : 4 Hoops

1 Cask : 100 sp (150)(200)(250)(300)(350)

BUY 1 Jewel : 300 sp (250) (200)

(Guard)

SELL 1 Key : 1 Ring

1 Key : 2000 sp

BUY 1 Cask : 150 sp

(Guard)

SELL 1 Key : 1 Ring

1 Key : 2000 sp (+250 per interaction after #2)

BUY 1 Cask : 150 sp (100)

    1. After unlocking the door, it opens to reveal the opposite stone landing from where they started and a small portion of the back wall opens up to reveal a small trove of treasures with a note, “We leave these supplies to the worthy party so they may pursue their goals more effectively”. 3 jars of ambrosia, 2 refined smoke bombs, 3 crude black powder vials, 1 potion of invisibility, and 1 black powder vial.
  1. Upon this landing there is another slot for the mechanical book as well as its accompanying statue.
    1. Putting the mechanical book in the slot enters the message, “Mistakes Do Not Define You I-VI: Repair the rift between the two great houses and retrieve the Heirs’ Breach Ring to show that you can amend the mistakes of the past without becoming stuck in its historical rut.”
    2. Placing the Heirs’ Breech Ring, or any ring, in the small pillow shaped stone carried by the statue causes the floor to rumble, sending the scaffolding clattering into the darkness below. Damage done to the mechanisms of the tomb by the cultists causes it to stutter and then continue when incorrect rings are placed there.
    3. A series of stone platforms rise from below, connecting all three stone landings along the edge of the large room. The center still remains empty.
  2. With the walkway in place, the adventurers can easily walk into this new room where a trio of fountains in the wall on one side feed into a trio of small bottles that fit neatly into a slot. On the opposite wall from the fountains, a door with three locks is built into the wall.
    1. On another wall there is a mural of the six heroes bearing bad news to a widow, relating their involvement in the death of her spouse. Another scene shows them attending the funeral, consoling the widow. Each additional scene shows them working increasingly tedious jobs to help the widow, but none of them result in her becoming any happier than when they were consoling her at the funeral.
    2. Pouring one of these bottles onto one of the statues from the previous floor will bring it momentarily to life, unpetrified. The soldier will react with fear about being turned back to stone and accuse the adventurers of being the ones who did it to them before. The vampire will haughtily mock the adventurers that their attempt to turn her to stone has failed and pout with indignation at their temerity. The satyr will question the adventurers warily, accusing them of tricking him and turning him to stone. Each has a key hidden on their person, which they can be convinced to give up begrudgingly, although they will keep trying to derail any conversation back to accusations against the adventurers that awoke them. A simple apology, promise, or admittance of guilt is sufficient to earn their keys, but offering more than that will sidetrack them into further and further accusations. After a few moments, they will turn back to stone. Violence and theft will not work, as the keys will only remain unpetrified if given up willingly, otherwise they turn back to stone when the statue does and will not work on the doors. Putting one of the empty bottles back underneath the fountain will refill it for further attempts.
    3. Each key obtained and put into a lock shuts off one of the fountains, until all three keys have been used. The “potions” have no effect on other petrified creatures, as they act as a reagent to trigger the magical constructs that appear to be live.
  3. Opening the sturdy door to a simple stone room, a skeletal figure in a black robe points to a large balance in the middle of the room.
    1. “Pay what you owe” it whispers to the first adventurer to step up, as the scale on their left dips close to the floor while the right bounces up. If they touch the scale, they see memories of times that they had stolen, cheated, taken more than their due, or otherwise cost other people something. The skeletal figure will emphasize the lesson by pointing to the lifted scale plate and in a hoarse whisper say, “Return what you have taken, give up your ill-begotten goods, pay for your crimes, and sacrifice of yourself to recompense for your debts”. With each added item, drop of blood, or other sacrifice added to the scale, the skeletal figure will encourage them, as the scale comes closer and closer to even, progress slowing as the scales get closer to even.
    2. The adventurer, to succeed must sacrifice something to pay for their past, but tell the skeletal figure that they will not pay any more than that. This reflects that they learned the lesson of paying for past mistakes and moving on. Doing so causes the items offered to vanish and the scales reset, as a small ball of light flees the room to wait in the main chamber. Once each adventurer has completed this task, the lights group together and descend into the darkness, as another walkway emerges from below, with a pedestal bearing a slot for the mechanical book.
    3. Additionally, a panel opens up in the wall, revealing a bundle of papers. These papers serve as the deeds to estates in the Ollochian, Coronan, Goldfield, Akshi, and Escantis capital cities. Only the estate in Corona has been finished due to the death of the architect, but each has a foundation built that contains a teleportation anchor (connected to the teleportation circle found in the empty room linked to the last room of the first floor) that becomes active once found. These secret rooms in the foundations only open to those with these magical deeds.
  4. Placing the mechanical book into the new pedestal will cause the whole tomb to rumble as a group of six ghosts float up into the middle of the room.
    1. The book will be edited to add the entry, “Rise Above What We Could Not I-VII Step forth when you believe you actions put you beyond the old dichotomy of hero and villain.” Additionally, the blank stone of the central room is replaced by a series of murals. They depict super-imposed images from around the rest of the tomb, where heroes and villains each failing in their own way where they would have succeeded if they had adopted the strengths of the other. A hero failing to foresee a betrayal, a villain angering a village causing an angry mob, a hero too brave to smartly retreat from a dragon, and a villain cowering from an illusory army they could easily defeat.
    2. They inform the adventurers that they built this tomb to test for worthy successors to themselves. Below are their final resting places, along with the ghosts of those who failed their trials. “We had been victorious for decades in our pursuits, as villains fighting for the Ollochian kingdom, defeating any heroes that would stand in our path. However, despite our wins, we could not effect the meaningful changes we desired. People still died in wars, starved for want of resources, and while we could shift those losses to the people of other lands, we could not truly achieve victory. We saw that heroes could accomplish some of these feats but often lacked for the ambition it would take to make their victories more widespread. Show that you have learned the lessons of this tomb by defeating the souls of all those who have died seeking to steal our inheritance. Can you forgive them without backing down? Defend yourselves without rushing to anger? Release the innocents who died here without overextending?”
    3. As they finish their speech, the center of this room slides into place from below, filled with very real looking ghostly figures, with ghostly shackles around their ankles connecting to beneath the floor. The adventurers must defeat these ghosts while keeping in line with the lessons expounded through the tomb. Six ghostly orbs appear, one above each sarcophagi. One orb lights up if the adventurers attempt to parley with any group, another lights when they take a damaging wound without running scared (or at the end of the fight if they take no wounds), a third lights when they take a tactical approach to fighting, a fourth lights when they free a ghost by breaking its shackle rather than killing it, a fifth lights when they press the advantage or outmaneuver a ghost, and the sixth lights when all the ghosts have been defeated.
    4. One group is a group of six adventurers who turn and draw their weapons. Another group is a collection of Ollochian robed figures who command skeletal warriors forwards to attack. A third group are a group of four monstrous adventurers including a minotaur, a gargoyle, a tiefling, and a human who move into a defensive formation. The last group is a group of four skeletal figures conversing in monotone, terse statements with each other regarding defensive possibilities and analysis while drawing weapons defensively. Each of the groups does not seem to notice the presence of the others although they seem to avoid running into each other. Battle begins among the six raised stone sarcophagi littered with the broken remains of the scaffolding. Defeated enemies have their shackles broken and their ghostly forms fade away, as do enemies whose shackles are broken. Many of these groups are initially hostile, but clever adventurers could find ways to parley, although the adventurers appear as monsters to the other groups. The various groups can aid the adventurers, but not by directly fighting each other. If the shackles are pointed out to them, they will suddenly be able to see them, and they can be released by breaking the shackles.
  5. With the ghosts defeated and all six lights lit, the ghostly forms return. “Congratulations! You truly are our heirs, but there is more to this than you may know. When we enacted our plan to find those who would succeed us, we set up a ritual to reincarnate ourselves as heroes. In our new lives, forgetting what we know, we would learn from a different perspective. Then, as you have experienced, we would engineer a certain book into our heroic hands that would guide us to impress the lessons we learned as villains while setting up a situation where our heroic selves would engender peace and a position of power on this continent. You six are us.”
    1. They introduce themselves in turn and unlock their coffins, stating what magical items they have left behind. In doing so, they also list their name in their previous life, and the new name their reincarnation will take.
      1. Daska “Unseen Spike” [was a bow ranger, Now Dask Undel]
      2. Charm of Squall Attendants: Wind spirits retrieve ammunition within sight, catching any misses before they would hit the ground. Glass tooth hanging from a chain, smoke swirling inside. 1/day allies within 30ft. Get +2 AC vs projectiles for 5 rounds.
      3. +1 piercing longbow (make a second attack roll, with disadvantage, to deal half damage to a target within 10 ft in a line behind the target)
      4. Szotszi “Blade Storm” [was a champion fighter, Now Otiz Tanner]
      5. Charm of Many Arms: Stores up to three sets of two-hands worth of tools/weapons/shields for recall as a free action. Stored items weigh half as much inside the charm and appear as tiny decorations on the bracelet. 1/day allies within 30 ft. gain 1 reaction that lasts for 5 rounds until used.
      6. +1 Crystal greatsword(deals half the weapons damage die roll, rounded down to enemies within 5 ft cone, no save)
      7. Nyxagene “Entropic Fury” [was a draconic sorceress, Now Nyxa Corala]
      8. Charm of Temporary Respite: Up to one target within the area of effect of the wearer’s spells or abilities is exempt. Charred and melted platinum coin earring, warm to the touch. 1/day allies within 3ft. Deal 1 force damage per damage die to one target within reach when the cast a spell or expend a magical ability. This lasts for 5 rounds.
      9. +1 Efreeti Ensouled Spear (free action to randomly transform, with a temporary bonus, and free proficiency)
      10. Innystara “Void Tempest” [was a neutral cleric, Now Ennysta Starborn]
      11. Charm of Combative Devotion: The wearer may replace a triggered opportunity attack with a healing or buffing cantrip targeting themselves or an ally within reach. A small censer wafts incense from this necklace. 1/day when allies within 30 ft. take an action to cast a spell or attack, they may heal another ally within reach for 1 hit point. This lasts for 5 rounds.
      12. +1 Rilmani Morningstar (hits reduce enemy initiative by 1 and increase users by 1)
      13. Troan “Twisting Shadow” [was an lucky assassin, now Rowan Ericson von Asgore]
      14. Charm of Vengeful Thorns: Once each day, if the wearer would be reduced to 0 by an attack, they may make a single basic attack against that target if it is within reach or range, if they hit, they are reduced to 1 instead. This is a bandage wrap, painted with the images of black vines and red roses. 1/day allies within 30 ft. gain advantage on their first attack against, contested check by, or opposed saving throw from a creature that has missed an attack against them on its previous turn. This effect lasts for 5 rounds.
      15. Tricksters Vest (5 cubes usable as an action to create an effect that the combined minor illusion, disguise self, and silent image spells could create, they return when it ends, creatures observing others ignore the illusion don’t automatically save, but get a save with advantage instead)
      16. Mrissan “Living Dirge” [was a dirge bard, Now [STATIC NOISES] ]
      17. Charm of Dread Words: The wearer may use vocal effects and speak  at double their normal range without raising their volume. Additionally, they can be “heard” by deaf creatures within 5 ft. A choker made of overlapping smooth obsidian discs. 1/day allies within 30 ft. gain an aura of importance such that enemies within 15 ft. suffer disadvantage on their first mental save made against one of their abilities. This effect lasts for 5 rounds.
      18. +1 Mournwood harp (play for a reduced attack/damage effect, a calm emotions effect, or use as a +1 implement)
    2. At this point, the adventurers should realize that they are not the intended recipients as their names don’t match the chosen reincarnated names, they do not have six party members, and their was no chosen name by the bard. When it comes to the last of the six, the bard, she describes what item she left, but her reincarnated name comes out as static that causes her spectral form to disappear. Inside each of the first five sarcophagi are dried corpses with items in each, but in the sixth there are only the items.

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