DM Voice's Osirion Expedition (Inactive)

Game Master Mark Sweetman

Sent into the Sahure Wastes by Lathrat Ke'shin an 'entrepreneur', the party seeks to recover ancient treasures of the Four Pharoahs....


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Female Human (Garundi) Ranger 1/Sorcerer 2

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


Minor Crab-beast

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.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

fort save 1d20 + 5 ⇒ (6) + 5 = 11

Before Jaru can get his crossbow loaded for another shot, the shadow ogre explodes. Jaru drops his crossbow and clamps his hands over his ringing ears.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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.


Female Human (Garundi) Ranger 1/Sorcerer 2

Fort save -> 1d20 + 4 ⇒ (13) + 4 = 17

Avoiding the trash, Noor will instead focus on the walls, looking for passages off of the chamber.

Perception -> 1d20 + 4 ⇒ (9) + 4 = 13 Repeat as necessary

Status: AC 16 Shield ends, 17/20 HP


Minor Crab-beast

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?


Male Human (Garundi) Magus 3

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!"


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

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.


Female Human (Garundi) Ranger 1/Sorcerer 2

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?"


Minor Crab-beast

Scroll Text:
By the will of Anok Fero let the key to torment lay fallow in the shade of the Pillars until called forth in his name.

There are two antechambers off the gremlin room that are as of yet not fully investigated.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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.


Minor Crab-beast

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.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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.


Noor El'Harkon wrote:
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.


Minor Crab-beast

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.

في ذلك الوقت من قبل النصر والخيانة ، وضعت المفتاح لعذاب داخل هذه القاعات إلى أن يطالب به هؤلاء الذين يأتون باسم فرعون أزرق
(Ancient Ossirion):
At the time of victory and before the betrayal, the key to torment was laid within these halls to be claimed by those who come in the name of the Cerulean Pharoah

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

انتظرناها طويلا عودة مبعوث الماجستير. قد يدخل، على الرغم من وسيتم اختبار الجدارة الخاص.
(Ancient Ossirion):
We have long awaited the return of the masters emissary. You may enter, though your worthiness will be tested.

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.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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?


Minor Crab-beast

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.

Knowledge Religion DC 10:
This motif refers to Alseta the Welcomer, steward of doors and portals


Male Human (Garundi) Magus 3

"Astounding! To find something such as this is truly a magnificent historical discovery. This only makes me more eager to see what these tests might entail." Tarik is practically giddy with excitement.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

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."


Minor Crab-beast

All - Jaru has said the words and the passage has opened as I described above. Setesh has also brewed up a fresh dose of mutagen (which means that you are normal Setesh until it is drunk)
So next action will be to enter the decline passage?


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

That works for me :-) I already posted what Setesh is doing ;-)


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru renews the light on his buckler and follows excitedly.


Male Human (Garundi) Magus 3

Tarik will be using Detect Magic on anything that looks interesting while he follows Jaru and Setesh.


Minor Crab-beast

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.

Knowledge Geography / History DC 15:
The diorama displays the make-up of the nation when the Four Pharoahs were ascendant and before their decline.

There is a plaque on the front of the pedestal that reads

المكان الذي ينتمي في وطنه
(Ancient Ossirion):
Place that which belongs in its home

Perception DC 15:
The plaque appears hinged at the base, and you believe it could be opened.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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...


Minor Crab-beast

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.


Female Human (Garundi) Ranger 1/Sorcerer 2

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."


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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.


Minor Crab-beast

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?


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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.


Minor Crab-beast

Models 1, 2 and 4 seem to lock into place and start to glow softly with blue light.

Setesh is on the right track for #3, but not quite there.
Anyone else chiming in with a knowledge check?


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Jaru? Noor? I know that you are both trained in Knowledge(History)... :-)


Female Human (Garundi) Ranger 1/Sorcerer 2

Know. (Geography) -> 1d20 + 4 ⇒ (1) + 4 = 5
Know. (History) -> 1d20 + 1 ⇒ (7) + 1 = 8

"That one looks like it is from the mountains. But unfortunately not the ones I am from. Or at least, it might not resemble that anymore."


Minor Crab-beast

Though your collective knowledge you recall that the seat of the Four Pharoahs was in a place that now lies in ruin - Tumen. Is sits in the desert to the East of Sothis.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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...


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

history 1d20 + 5 ⇒ (6) + 5 = 11
perception 1d20 + 2 ⇒ (5) + 2 = 7

Sorry, I didn't realize that it was a puzzle.


Minor Crab-beast

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.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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..."


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

"Interesting. Will this produce the Key of Torment?"


Male Human (Garundi) Magus 3

Tarik laughs like a madman, exulting in the show. "This is amazing! Fantastic! Wonderful!"


Minor Crab-beast

After a few short moments, the hum reaches deafening levels and the blue light suffuses the room in it's glow. Then all goes black....


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

As in, we are unconscious, or it is 'just' dark?


Minor Crab-beast

Dark - as in pitch black


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

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?"


Female Human (Garundi) Ranger 1/Sorcerer 2

Noor's voice calls out overly loud. "Just a ringing in my ears?"


Minor Crab-beast

You are no longer in the same room as which you were a few moments prior. There is still a pedestal in the room's center, though it is plain and unadorned. The room is roughly 20ft wide and circular cut of hewn stone. There is a single passage leading out of the chamber.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru re-lights his buckler.

"Amazing. Maybe a teleportation effect? We could be anywhere."

spellcraft 1d20 + 5 ⇒ (19) + 5 = 24

Are we on the pedestal? anything interesting about it?detect magic for the heck of it.


Minor Crab-beast

The pedestal is a squat column sitting about 4ft high and 2ft in diameter, so you are arrayed around it.

Jaru is fairly sure that a teleportation effect was triggered and his arcane sight confirms that the pedestal radiates strong magic.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

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.


Minor Crab-beast

Jaru Arcana:
You discern nothing more about the pedestal

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