Noor El'Harkon |
Round 3
Pull it together Noor! Seeing the others attacking and even biting the creature Noor struggles to get over your sensibilities.
Power Attack/Flanking/Sickened/Blessed Masterwork Falchion -> 1d20 + 4 + 2 - 2 + 1 ⇒ (15) + 4 + 2 - 2 + 1 = 20
Sickened/Masterwork Falchion damage -> 2d4 + 7 - 2 ⇒ (1, 4) + 7 - 2 = 10
Status: AC 20/16 Shield; HP 19/20. Sickened: -2 to most everything
DM - Voice of the Voiceless |
Setesh's claw tracks bloody ruin across the ogrekin's flank before Noor cuts it down with a wicked strike. The creature drops to the floor before swelling slightly and the body exploding with a powerful crack of thunder. Those of the party in close proximity are sent reeling by the sonic force.
1d8 ⇒ 2 damage for Noor, Setesh and Tarik, and DC 13 Fort save for all or you are deafened for 2d4 ⇒ (1, 2) = 3 rounds.
Turning back to where the foul creature once stood you see only a pile of rags, with it's two strangely shaped daggers lying atop the pile.
Setesh Bantling |
Fort: 1d20 + 4 ⇒ (2) + 4 = 6.
Setesh snarls as the wave of sound hits him, causing a trickle of blood to exit his left ear.
Once the ringing dies down, and his hearing returns to normal, he smiles ruefully to the others.
"Well, we seem to have taken-out the mobile trash; let's see what is out here before we delve further into the complex..."
Perception: 1d20 + 9 ⇒ (19) + 9 = 28.
DM - Voice of the Voiceless |
The small chamber with the pool where you fought the 'boss' has no exits apart from the one you came in through. You find a small store of gems and coin (80gp worth) in one corner of the room, and there are the strange daggers that the creature wielded - which look to be well made.
Stepping back out into the larger chamber you find nothing worthy of further inspection.
Going as far back to the main chamber with the two ante-chambers where you battled the gremlin?
Tarik Veihess |
Fort Save:1d20 + 4 ⇒ (12) + 4 = 16
HP 8/20
Tarik shakes the ringing from his ear, pain radiating from his body as the blast hits him. Sighing, he starts cleaning himself and his blade with Prestidigitation. Once he is clean he begins work on the rest of the party, grabbing the strange daggers in the process and cleaning them as well. "Treasure is treasure!"
Jaru Toth |
Jaru's hearing eventually returns and he notices Tarik's condition. He converts a spell to heal Tarik and then channels positive energy for the less injured.
cure light wounds 1d8 + 2 ⇒ (6) + 2 = 8
channel 1d6 ⇒ 4
channel 1d6 ⇒ 1
He then begins scanning the area for magic.
Setesh Bantling |
Okay, so since a Detect Magic did not turn up anything, I am going to ass6me that both daggers are simply Masterwork?
Setesh shrugs.
"Based on what the Scroll said, I dare say that what is required is that we speak the name of the relevant Pharaoh, to cause to the door to open. However, before we do that, we should probably search those other two side chambers..."
Setesh then moseys back to the LHS side chamber, and pokes around...
Perception: 1d20 + 9 ⇒ (10) + 9 = 19.
DM - Voice of the Voiceless |
Fair assumption - they are masterwork kerambit which will be in UC, but if you want to use them before that comes out just assume same stats as punch daggers.
The left hand chamber appears to have been converted into a sleeping quarters for some of the gremlin. There are greasy bedrolls lain haphazardly upon the floor. It appears as though the chamber originally served as some sort of confessional, as there is evidence that a wooden structure was installed at some point. You find nothing of significant interest within the room.
Setesh Bantling |
Fair enough. I will adjust the loot sheet accordingly.
Satisfied that there is nothing on interest in the former confessional (Well, some might find Gremlin bedrolls interesting, but Setesh does not want to know about that...), Setesh moves over to the remaining side chamber, to have a look there, too...
Perception: 1d20 + 9 ⇒ (17) + 9 = 26.
Cap'n Voodoo |
As Noor's cuts and scratches disappear, she turns to Jaru. "Thank you for that." As the group troops through previous rooms, "Maybe the scroll can provide some insight on how to proceed?"
"Ah, thank the kind magics that Nethys has bestowed up on me. Doesn't the scroll say to call upon the key in Anok Feros' name? OK, Anok Fero, give us the key."
If nothing occurs, Jaru shrugs and takes a look at the altar they passed earlier.
DM - Voice of the Voiceless |
Oh no - monkey invasion :P
The second antechamber is surprisingly clean, it seems to have avoided the majority of the filth and detritus littering the rest of the complex. It is a bare room, with a plaque upon one wall.
(Ancient Ossirion):
Using a bit of translocative DM Magic and assuming this gets explained to Jaru and he applies the monkey's action
Jaru approaches the plaque and speaks the name of the Cerulean Pharoah. A disembodied voice sounds within the small ante-chamber
(Ancient Ossirion):
The wall where the plaque lies shimmers as though a desert mirage before melting before your eyes. Left in its wake is a passageway that leads downwards in a wide spiral. A breeze blows from behind you into the newly opened void as though refreshing the air of a chamber that has lain dormant for an age.
Setesh Bantling |
Setesh shivers, both from the sudden chill, and in anticipation of the wonders that lie below...
...However, the moment quickly passes, and he immediately becomes more business-like.
"Let's see what these 'tests' will entail."
He then carefully picks his way forward, down the forbidding stairs...
Perception: 1d20 + 9 ⇒ (12) + 9 = 21.
Setesh would have requested that Jaru wait a little while before speaking, so that he could brew another dose of mutagen to take with him. Is that okay, DM - Voice?
DM - Voice of the Voiceless |
Setesh - if your intrepid companions have no issues with a wait before, after or inbetween - I'm happy to assume that you have a fresh mutagen brewed up
While Setesh tinkers with her vials, Jaru investigates the altar. It has been badly defaced, but you are able to pick out a motif of a women's face opposite a mask.
Jaru Toth |
oops. look a MONKEY!
religion 1d20 + 5 ⇒ (11) + 5 = 16
"This image is an old one. The woman depicted is Alseta. Her portfolio includes doors and portals and would seem to confirm we are in the right location."
Upon seeing the runes, Jaru casts comprehend languages. "The key is to be claimed by those who come in the name of the Cerulean Pharoah. Shall we see if he answers this time? Anok Fero!"
After the portal is revealed, Jaru smiles and agrees with Tarik, "Yes my friend, this is historical. If everyone is ready, let us see what wonders await us."
DM - Voice of the Voiceless |
The party starts their descent into the tunnel, cautiously making their way downwards in a large spiral. As you walk the light issuing from Jaru's buckler plays off highlights in the walls, throwing up sparkles of blue into your vision.
After a few minutes of descent, you come into a small circular chamber with a central pedestal. Upon the pedestal lies a small diorama of the Nation of Osirion and some of the surrounding areas in plan form.
There is a plaque on the front of the pedestal that reads
(Ancient Ossirion):
Setesh Bantling |
Setesh takes his time to study the diorama, and the room in general, carefully...
'take 10' Knowledge(History) = 18.
'take 10' Perception = 19.
Curious...
"I think that I may have found something..."
He then turns his attention to the plaque, and carefully tries to lever it out of the way...
DM - Voice of the Voiceless |
Delicately prying open the plaque, Setesh uncovers a small recess that holds four miniatures.
The first is easily recognizable as Azghaad's Spire, the veinstone obelisk that stands sentry over the Temple of Pharasma in Sothis.
The second is a city built on the flats, surrounded by a series of lakes that are landscaped to resemble the petals of a lotus flower.
The third is a city built in tiers upon the side of a rocky escarpment. You can see a tiny plinth upon the top tier that holds four thrones adjacent.
The fourth is a motif of a human headed sphinx, garbed in robes of blue. It's mouth is open and you can see a miniature key lies betwixt it's jaws.
Noor El'Harkon |
Know. (Geography) -> 1d20 + 4 ⇒ (2) + 4 = 6
Noor gazes at the diorama, across the display she can she the mountains that are her home. Just then Setesh pries open a panel revealing more little models.
"Are they golden or jeweled? If not treasure perhaps they need to be added to this display, likely in their proper locations."
Setesh Bantling |
Setesh studies the little models carefully, trying to work-out where they belong...
Knowledge(History) #1: 1d20 + 8 ⇒ (11) + 8 = 19.
Knowledge(History) #2: 1d20 + 8 ⇒ (14) + 8 = 22.
Knowledge(History) #3: 1d20 + 8 ⇒ (5) + 8 = 13.
Knowledge(History) #4: 1d20 + 8 ⇒ (20) + 8 = 28.
DM - Voice of the Voiceless |
Model 1: Azghaad's Spire was built in Sothis.
Model 2: The layout of the lakes reminds you of Shimian-Sekh, a city that was built on the Western Edge of the Golden Oasis.
Model 3: You have no knowledge of this city, though it does not resemble any currently inhabited city of the modern state.
Model 4: Nothing from your knowledge of history rings a bell, perhaps the implications of this miniature are more literal?
Setesh Bantling |
Well, since no-one else is posting...
Setesh shrugs, and then places Model #1 and #2 where he believes they should belong on the diorama, based on the assumption that they *are* Azghaad's Spire, and the city of Shimian-Sekh. He then takes Model #4, and places it where the current complex that he is in, is.
Regarding Model #3, he picks it up, hesitates, and then says:
"It looks like this might be a representation of the unified capital of the Four Pharaohs, but I am not sure where it should go... Still, I am willing to take an educated guess!"
If the other three each belonged to a different 'quadrant' of the map, he will assume that the final piece goes to the remaining quadrant. Alternately, if he has any idea where the four pharaoh's held their conjoined capital, he will place it there. Otherwise, with no better idea, he will place it at the centre of the diorama, in the hope that the centre of Osirion at that time is symbolic of the 'centre' of government.
Setesh Bantling |
After ruminating for a bit, and consulting with his learned colleagues, Setesh gingerly places the final model on the diorama in the place where he believes Tumen once existed...
DM - Voice of the Voiceless |
As the final miniature locks into place you can hear a low hum. The blue lights emanating from the spire, Shimian-Sekh and Tumen grow in intensity before beaming out in a line towards the miniature placed on your current location. The lights intensify and the hum in the background rises in volume.
Setesh Bantling |
Setesh steps back with alacrity (moving 5' away from the diorama), but otherwise cautiously maintains his position, one hand on his morningstar...
"Well, it looks like we were right..."
Setesh Bantling |
Fiddling around in his belt pouch, Setesh pulls out a small stone, which, once he throws it gently into the air, starts orbiting his head, and emits a flickering light reminiscent of a torch.
An Ioun Torch; 40' normal vision, and another 40' shadowy for those with low-light vision, and 20' normal, and another 20' shadowy for those without it.
He then peers around himself, trying to get his bearings.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22.
"Is everyone alright?"
Jaru Toth |
knowledge arcana for aura 1d20 + 5 ⇒ (3) + 5 = 8
"This is indeed powerful magic beyond my ken. I would love to study it, but first things first. We should figure out where we are and if the key is here." Jaru beckons the group forward.