Ignatius Van Hjorder |
Ignatius takes a look at the stone and the potion. "I might be able to figure out what they are."
Spellcraft stone: 1d20 + 5 ⇒ (5) + 5 = 10
Spellcraft potion: 1d20 + 5 ⇒ (12) + 5 = 17
"Hmm, nope, I can't figure them out." He tosses the stone to Ardisen. "You might have better luck. And Quarr," he hands the potion to the alchemist, "you're the potion-master, aren't you?"
Ardisen Greymore |
Ardisen catches the stone out of the air with a smirk and uses Detect Magic to try to determine it's properties.
"Hmm, no pressure then."
Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22
GM Lithrac |
When Buri tries to hand the magical stone to Ignatius or Ardisen, all his attempts inexplicably fail: the stone always returns to his hand. Trying to smash it doesn't seem to work either, for the stone always reassembles itself in Buri's belongings. Furthermore, it looks like the stone burdens the dwarf more than it should be.
You are cursed, Buri! You may only move at half speed while that cursed stone is in your possession.
Ardisen looks at the stone, and thinks that it is a stone of alarm, though there must obviously be more to it.
Quarr identifies the potion effortlessly as an oil of greater magic weapon (Caster level 8th).
Ardisen Greymore |
Ardisen arches an eyebrow at the stone.
"For all intents and purposes it appears to be a stone of alarm, but it is evidently more than that. I'd need some time to properly look over it."
Quarr |
Busy researching the potion and cataloging it in his notes Quarr looks up to see the stone returning to Buri's hands and reassembling itself after being smashed.
That is amazing! You are a lucky Dwarf to be able to experience this grand phenomena. might I study you after we are complete here to see what all is going on?
Ignatius Van Hjorder |
Ignatius offers a smile to his companions, "Mind if I take that magical weapon oil there?" Iggy takes the bottle (if nobody objects) and follows Buri into the entry.
"Let's try the double doors," he says as he opens the doors to the south."[/b]
Amennekht |
Amennekht frowns at the remains of the pathfinder, wondering how long they have lain here lost and dead. He whispers a quiet prayer of the remains as the others pick at the belongings.
As Ignatius opens the southern doors he grips his Khopesh tightly.
GM Lithrac |
To the south
The ceiling of this natural cavern sparkles with thousands of tiny crystals, while the center of the cave is split by a chasm that wends deeper underground. A stone bridge stretches over the gap. At the center of the bridge rises a black granite obelisk, covered with gems and hieroglyphics. The obelisk is a masterpiece of sculpture, with flawless lines and beautifully rendered images of the past. Large double doors provide an exit to the north while an open archway to the south is covered with wall carvings and leads to a hallway.
Since the northern door is open, you now have full view of the fountain room.
The relaxing splash of water echoes throughout this tiled room. A large, pristine pool occupies much of the chamber, and a statue of a warrior-maiden serves as the centerpiece, endlessly pouring water from an ornate jar. A large carving on the east wall depicts a frightening man who stares at the viewer, with half his body burnt and ruined and the other half young and healthy. A withered corpse lies in the northwest corner. An open doorway to the south leads to the fortress’ entry hall.
Quarr |
Quarr goes to inspect the corpse. We have another body over here! He says to the rest of the group as he looks at the remains and the rest of the room.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Buri Sunwalker |
I had no idea you could activate a curse item by just trying o identify it, or that Pathfinder had those actually. Havent seen one since 3.0.
Buri looks at the corpse but dont move. Nah, one time was enough.
GM Lithrac |
As Quarr heads in the northern room where the body lies, he realizes he's not alone in there, he spots a creature lurking within the waters of the fountain. Seeing that it's been spotted, the creature comes out of the pool and perches next to the statue to observe Quarr with great curiosity. The creature, whose body is made exclusively of water, doesn't appear to be agressive, rather interested in the alchemist. "Ko koutou i konei ki te hei toku hoa?"
Apart from the creature, many elements of interest are otherwise present in the room.
The corpse itself remains an enigma, though the wall next to him bears a multitude of scratches as if indicating the passage of time, and a chewed piece of leather next to him bears a nearly illegible note that curses the writer’s companions for leaving him to drown in a desert.
The carvings on the walls are also highly interesting for loreseekers.
A series of three cartouches on either side of the figure proclaim several of the god’s powers in Ancient Osiriani. Each hand-sized cartouche can be removed from the wall, and one can rearrange the stone panels easily.
Those who attempt to decipher the hieroglyphs can attempt a Linguistics or Knowledge (religion) check (different than the one above). If you can read Ancient Osiriani, you get a +10 circumstance bonus and the check can be done untrained for you.
Finally, Quarr is able to spot a seam in the eastern wall indicating a hidden passage behind the carving, though there is no obvious latch or handle for opening the door.
Ardisen Greymore |
Ardisen looks confused by the creatures words.
"I'm afraid I have no idea what it is trying to say."
Hoping that the creature remains non-violent, the wizard casts his eyes around the room.
Heal (untrained): 1d20 ⇒ 9
Knowledge (religion): 1d20 + 8 ⇒ (20) + 8 = 28
Linguistics: 1d20 + 9 + 10 ⇒ (15) + 9 + 10 = 34
Ardisen does indeed speak Ancient Osiriani so I've included the +10 in the Linguistics check.
The enchanter gestures to the figure on the wall.
"But incase any of you aren't sure, that is Nethys, god of magic."
Quarr |
Quarr begins to back away from the creature. I am sorry but I do not understand. Do you speak common? As he is closer to his companions he mentions There is a crack in the seam of the wall. It looks to be a passage but there are not latches or levers that I can make out. The man in the corner looks as if he has died of starvation quite a while ago, which seems odd
heal: 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge (religion): 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge (nature?): 1d20 + 8 ⇒ (12) + 8 = 20
The knowledge nature is to possibly identify this creature.
Amennekht |
Know (Religion): 1d20 + 1 ⇒ (8) + 1 = 9
Linguistics: 1d20 + 2 + 10 ⇒ (8) + 2 + 10 = 20
Heal: 1d20 + 1 ⇒ (1) + 1 = 2
Amennekht cares little what god it might be but immediately focuses on the cartouches.
Ignatius Van Hjorder |
Heal: 1d20 + 2 ⇒ (19) + 2 = 21
Knowledge (Religion): 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (Religion) - cartouches: 1d20 + 6 ⇒ (15) + 6 = 21
What kind of roll would be needed to identify the creature?
Ignatius takes a quick look at the body and confirms Quarr's assessment. "It is strange. It's not as if it's been a terrible chore opening up the doors to get in here..."
He takes a closer look at the carving of the man. "Ah, Nethys. You see here the split depiction represents both the creative and destructive capabilities of magic."
He lightly runs a finger over the cartouches, "Wonder what these could mean?"
GM Lithrac |
Sorry, I forgot to mention it's Knowledge (planes) to identify this creature. Quarr, I'll roleplay the interaction with it as soon as we get back from the hospital (see discussion thread).
Ardisen, with the help of his companions, manages to decipher the hieroglyphs.
Ignatius Van Hjorder |
Knowledge (Planes) + Monster Lore: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
"That guy there is a water elemental. Looks to be a bit stronger than your run-of-the-mill elemental. It doesn't seem threatened by us. But we should be cautious nonetheless."
Quarr |
It looks as if these Cartouches can be rearranged.... Should we attempt to rearrange them? If so in what order? The little gnome says standing on his tiptoes to examine the hieroglyphs.
Amennekht |
"While I don't seem to recall what the statue represents it clearly has a light and dark side. Perhaps arranging the cartouches with positive connotations upon the light side and those with darker aspects upon the burned side?
Burned Side
Sun and staff (Destruction)
Man and Scarab (Knowledge of Death)
Eye over Water (Knowledge over World)
Whole Side
Ankh Over Bread (Abundance)
Ankh before Arch (Rune)
Scepter and Sun (Preservation)
Quarr |
Sounds like a logical plan Amen.
Ardisen Greymore |
At the mention of traps, Ardisen backs away from the wall.
"If you wish to try moving them and seeing which pattern works, be my guest."
GM Lithrac |
Is that the way you actually arrange the symbols, Amennekht?
While the Pathfinders study the hieroglyphs carefully, the elemental attempts to communicate with Quarr but without any success, as the gnome is unable to understand Aquan. After a few tries, the elemental simply observes, content with remaining in the pool.
Quarr |
There is also a wayfinder on the body though she is missing all weapons for some reason.
Ardisen Greymore |
Ardisen will scoop up the wayfinder and examine it, before checking it's magical properties.
I'll take 20 on the Perception check for 22 and then cast Detect Magic on the wayfinder and the room while I'm at it.
Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29
Amennekht |
"Well if there are no objections or other suggestions, perhaps I will attempt this arrangement. "
Amennekht carefully removes and replaces the cartouches.
GM Lithrac |
Moments after Amennekht has switched the destruction and the preservation glyphs, the wall rumbles and a hidden door opens in it. Inside, the rich scent of palm wine, cinnamon, and myrrh fills this magically illuminated storehouse. Each wall has deep slots filled with papyrus scrolls. A white-and-black marble altar enveloped in faint wisps of faerie fire sits squarely in the center of the room. A ladder to the south leads up to a walkway, with more shelves and a golden sarcophagus.
Map updated
Ardisen Greymore |
Ardisen extends Amennekht a nod of respect.
"Impressive. This is just a normal wayfinder but it's definitely legitimate."
Quarr |
Great job Amen! The gnome says clapping excitedly, still eyeing the water elemental before finally setting his pack down. Quarr grabs his notepad and begins writing notes of everything found so far w/ pictures of the cartouches.
Chasik"Bash" |
Chasik's nose gets whiff of the wine and cinnamon, and he thinks of home. It was a nice smell, his mother loved to bake. Apple pie was her favorite, and his too.
Chasik, heads into the room, but doesn't ascend the ladder quite yet. He awaits the others to enter as well.
Ah, this reminds me of home, and the apple pies my mother used to make. So, who here knows who or what may be housed in the sarcophagus. If it's a mummy, I am gonna hurt whoever gives me the wrong information, he says with a slight chagrin to let them know he was only joking...a little.
Ignatius Van Hjorder |
Ignatius claps Chasik on the back, "It is odd, isn't it - the places and little things that can remind us of home." Once in the room, Ignatius climbs the ladder to get a closer look at the sarcophagus.
-Posted with Wayfinder
Amennekht |
Amennekht flinches as the door opens half expecting something unpleasant to befall him for his daring. Regaining his composure he looks in at the room recognizing the embalming scents almost at once.
"Your home smells of the embalmed? This... person, must have been of some consequence to have such honors bestowed upon them. I expect there to be mummified remains withing the sarcophagus, if they prove carry a curse, or be hostile is yet to be seen my friends.
He steps back from the door, clearly reluctant to enter the burial chamber. Remembering himself he moves the the body of the dead pathfinder and whispers another prayer over this body.
Chasik"Bash" |
That is not what I meant Amen. My mother bakes a lot, and the scent reminds me of home is all., he lets out a small laugh as his words could be taken out of context.
GM Lithrac |
On the level you're on, many papyri can be found, all written in Ancient Osiriani, which isn't a problem for Ardisen's vast knowledge of dead languages. Once the documents translated, you understand that the archive contains a trove of history from the Age of Destiny that the Jeweled Sages managed to preserve through the decline of the pharaohs and the purges directed against them.
A small shrine next to the sarcophagus holds coded notes in Ancient Osiriani, question-and-answer sessions conducted with the spirit of the scholar mummified inside the sarcophagus. The questions concern the preservation of memory in magical jewels and the crafting and repair of such jewels. The notes explain that the sarcophagus allows a creature touching it to commune with any corpse placed inside.
The sarcophagus is magical and definitely emits an aura of necromancy.
Searching the shelves reveals a collection of spell scrolls you easily identify: a scroll of bless, a scroll of magic weapon, a scroll of ghostbane dirge, and a scroll of resist energy. There is also a scroll of remove disease, a scroll of speak with dead, and a scroll of elemental speech.
The chest on the walkway contains five bottles of holy water, a stack of ancient platinum coins, five spell component pouches, and three scholar’s outfits in red, yellow, and green, cut in a style common millennia ago.
Ardisen Greymore |
Is the sarcophagus open or openable?
Ardisen reviews the contents of the room with (surprisingly) quiet interest, before discussing there options.
"This is quite the find, dating back to the Age of Destiny."
The enchanter passes several of the texts to Amennekht for him to review.
"It also presents us with a number of options. We can use this scroll to speak with the elemental outside, or we could use this sacophagus to commune with the corpse inside, or with those of the Pathfinders outside."
Unless there is any object, the Chelaxian begins rolling up the scrolls into his backpack, while his porter bundles the collectables into his own.
With a smile of excitement the enchanter speaks again.
"What should we speak to first, the elemental or the spirits of the deceased?"
Quarr |
Quarrs ears perk up when he hears mentio of speaking with the deceased and an elemental creature. Perhaps with the pathfinder outside and the elemental.
Looking in the chest Quarr grasps and inventories the holy water's excitedly If nobody objects of course
Ardisen Greymore |
Ardisen nods in agreement.
"I think you're right Buri."
Ardisen begins looking for any way to activate the sarcophagus and speak with it's current occupant, referring to the ancient texts if needed.
"Necromancy never was a strength of mine, I always found it a little unrefined."
Ardisen Greymore |
The enchanter thinks for a moment, wracking his brains for the words to use in a dead language he only recently learnt. Finally, he speaks in the tongue native to the presense.
"मेरा नाम है
सलाई ऑपरेटिव और नीलम बाबा के सहयोगी
अपने अनन्त बाकी दखल के लिए लेकिन मैं तुम्हें और क्या आप आप में बाकी जगह के बारे में पता कर रहे हैं जो मुझे बताने के लिए प्रार्थना करना"
A shiver runs up the spine of the Chelaxian as his mind realises he is speaking with the spirit of a scholar that passed centuries ago.
GM Lithrac |
"मैं भूसा चूहा हूँ, मैं गीत फिरौन, मिस्र कभी बोर सबसे बड़ा देवता राजा से एक के लिए एक अदालत लाइब्रेरियन था
मैं मैं गहना संतों की तीन फिरौन के क्लेश से शरण ली जहां साधक की मूर्खता, में हूँ कि पता"