Turn 3
Make psychic contact with the rod using my telepathy, provided that Kevak tells me what happened. Try to calm the rod down by explaining what happened and that we are Lakhmet's apprentices.
Then attempt to use my telepathy again to latch onto the telepathic signal, following it to its source.
{_} You feel a general pressure on your mind, but can still decipher no message, and you fail to make contact with the presence. You're apparently too far away from the source to get a solid signal. All you're able to discern from here is that the pattern of psychic pulses feels like an urgent call of some sort. The source of the signal is... ... You slowly turn, glancing out across the demiplane towards your companions. Two are wrestling with a strange-looking rod tipped with a skull.
Froza climbs the orb and tries to summon spirits to bound at it turning it into a floating meat orb
"Spirits from beyond that are here now, obey my commands or I will beat you all and force you to obey me anyway"
{_} You scamper forward and climb atop the flesh-orb. Unfortunately, summoning spirits is quite a bit harder than manipulating physical, dead bodies with no agency or personality. Your flimsy attempts at beckoning a ghost to inhabit even one of the bodies fall flat, though you are at least able to sense that the possibility of doing so exists; the boundaries between the material and ethereal realms of existence feel conspicuously weak here. Though it could be a false opening; Lakhmet would likely have accounted for unwanted guests here in some way or another.
Help out Zakir, try to use magic to determine what's wrong with him, and what the skull rod is doing.
{_} After identifying the nature of the wild, scattershot messages thrumming through your telepathic senses, you soon detect the source: The rod itself. If you had to guess, it looks like it's sending some kind of distress signal or warning.
Zakir's grunt of pain spurs you into action. Realizing that he might hurt himself trying to get the rod away, you reach out to grasp the skull, and mentally utter a single word of command:
STOP.Though you're used to applying the technique to undead servants, it seems to work just as well here; the chaotic pulses actually stop for a heartbeat or two, then assume a slightly calmer, more focused stance. You feel a mix of... curiosity, relief, and worry, all pouring out from whatever presence lurks inside the rod. However, the connection breaks when Zakir hurriedly drops it to the ground like a hot iron. Still, you feel good to have at least made contact. Whatever inhabits the item was undoubtedly put there by your old master, likely to serve as some kind of sentry or line of communication between him and this place; though why it was apparently "switched off" when you got here is anyone's guess.
Move to the mausoleum to investigate what's going on and see if there's enough corpses left for me to raise a few
{_} You walk towards the obvious aura of necromantic energy streaming out of the mausoleum, step across the threshold, and enter. Your nose wrinkles; the place is practically a charnel house. A giant orb of conglomerated dead bodies with a baby dragon riding it sits in the corridor, with several other corpses littering the floor. Two of your other fellow apprentices, the lizardman and ethergaunt, are at opposite ends of a mound of corpses that sits on top of the central tomb. Several of the bodies look viable; indeed, quite well preserved, as though someone really knew what they were doing.
Tries to discern the nature of the planar pocket below the pile of bodies. Unless he deems it dangerous (possibly capable of sucking things into it, be they flesh or spirit), he tries to uncover the connection by moving the bodies closer to the entrance to the mausoleum. If he can't move the whole pile at once, he tries in small piles, so long as it doesn't take too long to be worth anything.
If the planar connection isn't worth his time, or if he has examined it already, he tries to in turn examine the handle and the magical machinations behind it. Does it connect to anything outside of the wall? Does it stretch tethers somewhere below, perhaps? If It's connected only to the wall, like a moving mechanism, he floats over some of the bodies between himself and the wall, throws a few wards on himself and a binding enchantment on the corpses in front of him. Then he uses Mage Hand to pull the lever.
However, if the mechanism stretches in strange directions, refrain from moving it yet and examine it further.
{_} The pocket dimension at the bottom of the sarcophagus is still there, just flattened out from having been emptied like an overfull slingshot. The entrance is closed now, but could perhaps be opened again for storage with the proper spell. Of course, it's a bit hard to get to at the moment when the sarcophagus is choked with bodies all around it. You assume that there was probably a way to get only one out at a time for the sake of convenience, but somehow the entire stockpile was released at once; a handy tool if one needed to perform a mass-raise of undead, though, for sure.
The handle in the wall is another matter entirely. It was clearly made to hold or conceal something within.
{_} Your attempt to use necromancy to create a suitable cover while at the same time magically gripping the handle proves a little more challenging than you thought, and you barely manage to get the bodies before you to shift themselves around enough so that they're turned upright, and thus more easily walkable.
{_} You stretch forth an arm, willing force to manifest as an extension of your hand, and quietly grasp and turn the mechanism's handle. It slides with a rolling of smooth stone on stone, until you can feel it turning no more. You wait, but hear nothing else moving or responding to the device's operation. Instead, you pull away from the wall—
CLICK!You twist to the side, ripping the handle out of the stone! There is a
thunk of something hard striking the floor, as well as a papery rustle, and the sound of... glass? You look back to the wall, finding that there was no trap, but merely a release catch, and that the handle was actually attached to a cylindrical container embedded inside. Large, brown-tinged scrolls litter the floor around the base, along with a couple thick-walled glass bottles filled with varying colors of fluid, or powder. Each bottle is marked, though you can't tell with what from here.
Zakir lets out a pained noise, surging foxfire over their arm as they fling the rod away. They stumble backwards and sit down. Before beginning to burn the foreign influence out.
{_} You growl in pain! Foxfire reflexively dances up your arm as you enter defensive posture, focusing on burning away whatever hold this thing has on you. At that moment, your fellow necromancer Nix steps up by your side, and grasps the skull-head end of the rod. The nerve-wracking sensation that had your fingers locked around it instantly fades, allowing you to hurl the offending object down onto the dirt, and take a cautious step back.
The foreign voice in your mind cuts off as abruptly as a lightning bolt flashing through the sky. Perhaps due to the fact that you've now had such close contact with it, though, you can actually still make a couple words from the telepathic signal it still emits.
...master's... voices...command my zombie to dance for my amusement and as practice for fine horde control, then try again at summoning a ghost.
{_} You run your new corpse-puppet through its paces, working your magic into each kink to animate it fluidly. It obediently assumes a pose with its arms held over its head, palms outstretched, then turns around slowly. Another twirl, this time with a rhythmic swaying side-to-side. Humming thoughtfully, you issue another command, and the zombie squats low, bones creaking like no healthy body should ever do, and looks you straight in the eyes. You push it over with one hand onto the ground, where it falls in an ungainly pile. It raises itself back up again easily enough; you seem to be getting the hang of this. It shouldn't take long for the zombie to be able to actually do something useful.
{_} In an attempt to speed the process along a bit, you leave the zombie to its own devices, and focus your attention again on trying to contact a spirit. Luckily, there are indeed a few that still have some connection to this small plane, or at least have remaining threads between their graves and whatever place they've dispersed into. Since you aren't particularly picky at the moment, you magically grab hold of a cluster of these threads at once and
yank, intent on picking out the one that actually responds the best to your clumsy summoning.
In hindsight, you probably should have practiced spiritual binding a bit more in magic class. You gasp in numb shock, falling to your hands and knees in a nerveless heap; an
excruciating pressure bears down on your mind, not unlike opening a hatch on the bottom of the ocean and letting it all explode right on top of you. If you don't hurry and stop it
now you'll get possessed at best, boil your brain out of your nose at worst!
{_} With a sheer effort of will, you drive a lance straight through the multitude of spirits all straining to come through the gap you so nicely created for them to enter, and
twist. Since it was too early for them to gain enough traction to manifest in the material plane, the squirming masses of spiritual energy are shot back into their home plane as though by a slingshot. A mournful, waspish cry of "C***TEASE" buzzes in your ears for several seconds.
Before you can fully recover from your ordeal, something prods you in an uncomfortable fashion. You glance up, looking into the dead eyes of your zombie, who has seized your hand and is actively poking you in the neck with your own fingers. He now has a strangely... mischievous glint in his eyes. "
Whr... eyeu... hittin urshelf?" he murmurs through rotting teeth.
Poke, poke, poke.Zal-hasar briefly contemplates pursuing corrective measures, but decides against it. Instead, he decides to latch onto the telepathic signal, and use one of the still-plentiful (I assume there were more than six corpses in the stockpile?) corpses as a focus for the presence - whatever it wishes to communicate will be said by the corpse. Undead radio!
{_} Standing a "safe" distance from the baby dragon Froza and her death ball of fun, you turn your focus towards the telepathic signal. Immediately, you identify it as belonging to your old master; in fact, you remember how he used to use sentries to send messages directly to him should his enemies come knocking. Apparently it couldn't save him this time. But somehow, this one is still transmitting; and the signal is coming from the very plane you're located on.
You drag one of the corpses over, prop it up against the wall, and lean down, pressing both hands to its head. Latching onto the signal is easy enough; creating a dweodem of enchantments inside another object capable of interpreting it and repeating it as aural sound is somewhat more difficult. You manage, however, after a bit of wrangling, to isolate enough of it to be intelligible, and funnel it into a set of nervous impulses for the corpse's barely-intact vocal chords. Its mouth cracks open, its jaw works... and you miss whatever part it was just trying to interpret as a result, but soon the rest starts to come in.
"
Mas... ter..." comes the slow, deliberate murmur. "
Wher... where... arrre... mas..."
Background: {_} No one notices anything new in the environment this turn.
Name: Zakir Varuk
Race: Kitsune-Tsuki
Gender: Unknown. Check, or don't. Very ambiguous.
Location: Around the periphery of the demiplane.
Status: Dazed.
Items: Unadorned black robes.
Name: Zal-hasar
Race: Lizardman
Gender: Ambiguous (uses male pronouns)
Location: Standing just inside the mausoleum.
Items: Unadorned black robes.
Name: Froza
Race: Baby blue dragon
Gender: Female
Location: Standing just inside the mausoleum, atop the rolling ball of conglomerated corpses.
Items: Cute little black sash and bow (neck).
Abilities: Dark Adept
Name: Urist McNecromancer
Race: Dwarf
Gender: Male
Location: In the graveyard, around the periphery of the demiplane.
Items: Unadorned black robes.
Name: Victor Superbia
Race: Humanoid black dragon
Gender: Ambiguous
Location: Standing just inside the mausoleum.
Items: Unadorned black robes.
Name: Nix
Race: Human
Gender: Male
Location: With Kevak, around the periphery of the demiplane.
Items: Unadorned black robes.
Name: Kithrax
Race: Incutilis
Gender: Male
Location: At the very edge of the demiplane, right next to the fog barrier.
Items: Black sash (wrapped around his shell).
Name: Naoztxr'itra
Race: Ethergaunt
Gender: Male
Location: Inside the mausoleum, behind the pile of bodies, inspecting the back wall.
Items: Unadorned black robes.
1x Zombie (Dustan Hache)|Location: In the graveyard, next to Urist McNecromancer (Dustan Hache)|Items: Old rags|State: Fresh
1x Fused Zombie Orb (ziizo)|Location: Inside the mausoleum.|State: Fresh