Tenaka |
knowledge history: 1d20 + 4 ⇒ (10) + 4 = 14
He regarded the art for a few seconds but didn't notice anything about it. The wayfinder reminded him of the one he aquired recently from the confirmation and a frown could be seen for a brief moment. "The gems might be worth something, we can pry them lose and take them with us or we can just keep on moving..."
Tugo the Liberated |
"I may not know what this is, but no amount of money is worth defacing what could be a culturally valuable mural. We're here for the sage jewels; let our competition get distracted with these adornments, while we use our time wisely." At our, Tugo climbs up Lotti's outstretched eagle-leg to mount her back, and moves forward so that the two of them may analyze the doors to the right.
Perception (Tugo; Lotti): 1d20 ⇒ 61d20 + 3 ⇒ (7) + 3 = 10
Ser Willem Dargerion |
"Those might be representations of the gems we are looking for..", Ser Willem says. "Can anyone see if that still works." He points to the Wayfinder.
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Badriyah Hameedah |
Badriyah approaches the door directly across from the entrance. Pausing for a few seconds she checks to for any sign of traps or other dangers before seeing if it opens.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Tenaka |
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
He would stop next to Badriyah, arrow in handreach in case something vile would burst through the doors. Waylander was poised next to him, ears twitching slowly with each sound that could be heard.
Venture Teller Play b'Post |
Mazon finds two items in the case. The first one is a small vial with an oily liquid. Steel colored motes flash as the liquid is moved about and she determines it is an oil of magic weapon. She studies for a second the second item, a small stone cube. (2nd spellcraft check: 1d20 + 8 ⇒ (7) + 8 = 15). She gets no more from it.
Badriyah checks the east door and hears nothing from it. It does allow her to see farther into the north room where a fountain splashes water into a pool of water. Tugo notices nothing special about the double doors on the right or what might lay beyond.
Belvica can tell the stones are real, but the only notable thing about their value she makes is the frequency they repeat in each of the headdresses.
The wayfinder is broken, the metal casing long ago crushed.
Venture Teller Play b'Post |
also moving forward is enough to see through the arch, so I uncovered that room.
-Mazon- |
"Hmmm. I know that the stuff in the vial is oil of magic weapon but I have no idea what this stone cube is. If no one objects, I will put it in my pack to try to figure out later."
If this adventure takes long enough, Mazon will roll to check the next day if no one else is able to take a shot at figuring it out.
As Mazon looks past the arch and sees into the next room and decides to put out her feelers and try to detect any magic in the next room. Detect Magic on the room with the pool and statue...I think that's a statue.
Venture Teller Play b'Post |
Mazon moves to the archway much slower than before. She looks in and discovers the relaxing splash of water echoing 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. The corpse has the hint of magic on it.
Those at the east door hear and see nothing, but the faint odor of charred wood can be detected behind it.
Venture Teller Play b'Post |
This storage space housed food and supplies for the fortress. The walls, floor, and ceiling are charred, and the burnt remnants of a few splintered boxes and barrels and a handful of corpses are scattered to the edges of the room.
Ser Willem Dargerion |
"Something bad happened here, it seems.", Ser Willem says. "Be careful." He keeps a close hand on his sword hilt.
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Badriyah Hameedah |
Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18
Badriyah follows Belvica into the room. With a nod toward Sir Willem, she carefully examines the remains and the charring, but can't really determine what happened. "Whatever it was, it was potent and quite lethal. Unfortunately it is beyond my limited knowledge and experience." She says turning to step back out of the room.
Perception in case there's anything on the bodies.: 1d20 + 5 ⇒ (9) + 5 = 14
Tenaka |
He regarded the rest of the 2 rooms and what was in it. A frown caressing his features. When nobody was able to determine what happened he made his way to the last locked door and slowly opened it, prepared to take a dive in case something bad happened.
Venture Teller Play b'Post |
Badriyah notes Belvica's footprints in the charred ash as she enters. The bodies are nearly unrecognizable beyond the charred nature and they have been scattered to the edge of the room. Noting nothing much, the Keleshite and dwarf turn to leave, and notices there is only one set of footprints leading in. Even as they watch the ash and charred remains cover footprints over.
Venture Teller Play b'Post |
Not nature. Religion maybe, or arcane, or possibly Knowledge (creepy).
-Mazon- |
Feeling her pack get heavier, Mazon says "Phew, for some reason my pack is starting to get heavy as I move inside. Maybe it has something to do with that stone cube I put in it?"
Mazon will try to inspect the withered body to find out why there is magic on it. To check out the body do I need a spellcraft check or something?
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22
Following everyone into the room, Mazon says "I can't quite figure out what is with the charred figures. It looks familiar but...I don't know." Seeing the ash move, Mazon tries to figure out what is going on. Knowledge (arcane): 1d20 + 8 ⇒ (11) + 8 = 19
Venture Teller Play b'Post |
In the room to the north, Mazon discovers the body also has a wayfinder. a twisted stick of dark black wood, and a belt that all radiate magic. so I will need two more spellcraft checks. The printer chose a few of those lines to freak out on, so I will have to get to the PDF at the shop before I can give you the details on those. Sorry. I will also need two perception checks in this room, but as most people are in the other room, I will continue there.
Their is a necromantic tinge to the charred room, any attempts to straighten or clean it mysteriously returns to its original burned state.
-Mazon- |
That's ok, I'm kind of posting in two time zones for Mazon here since I missed a day or so.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
"Tugo, I may need some help in here looking around. Could you also get Badriyah?"
Later, when she is in the next room, she tells everyone that all she knows is that there is a necromantic tinge in the room.
Ser Willem Dargerion |
Knowing that this is the area of expertise for those who wield magic, Ser Willem is content with watching over his companions.
-Posted with Wayfinder
Venture Teller Play b'Post |
In the tiled room to the north... please make a perception check when/if entering the room.
Mazon determines the wayfinder is a standard magical sort used by Pathfinders. The belt, she declares, is a belt of mighty constitution. The corpse once belonged to a male half-elf. 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.
of magic Nethys. His split form shows the creative and destructive
potential of magic, and a series of three cartouches on either side of the figure are in Ancient Osiriani. These can be deciphered if the KN (rel) check beat a 22 or a linguistics check.
Mazon: I jumped the gun, the wand isn't with this one...
Tugo the Liberated |
Tugo hears Mazon and says to Badriyah, "Mazon's asking for us in the north room, shall we?"
The griffon and her rider keep their eyes peeled as they enter the north room.
Perception (Lotti; Tugo): 1d20 + 4 ⇒ (18) + 4 = 221d20 ⇒ 20
Heal: 1d20 ⇒ 11
K (Rel): 1d20 + 1 ⇒ (5) + 1 = 6
Tenaka |
He listened to the rest and saw them all pile into that room. Figuring that a crowd would be to much he waited for a bit before peeking in to see if they needed any help. His eyes were still trained on the rest of the area in case someone decided to ambush them.
Badriyah Hameedah |
Badriyah nods to Tugo and follows him into the north room. Glancing at the wall, she points to the carving. "Looks like an image of Nethys, god of magic." She frowns when reviewing the note. "I think we should move out of here. Between this and that disturbing ash, I fear this Pathfinder was trapped here by some means his companions could not overcome. Or his spirit haunts this place and is seeking a revenge of some kind."
She then moves back into the main hall with the others.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
knowledge Religion: 1d20 + 3 ⇒ (6) + 3 = 9
-Mazon- |
Knowledge (religion): 1d20 + 4 ⇒ (4) + 4 = 8
"Yes, this is Nethys but what are these cartouches here? I'm not sure but anyways, I think we are done with this room now. Badriyah, can you try to see what this stone cube is in my pack?"
Venture Teller Play b'Post |
As Tugo, Lotti and Belvica enter the room the look into the fountain. In there they notice a black stick and a rust-free sword resting under the water. Finally they see a face. When the eyes match theirs, its mouth twitches in some semblance of a smile. Then the face rises on a column of water.
The column takes on the form of a woman as it rises, and rests one arm on the statues head. The second arm rests on the first and supports her chin as she leans against the statue.
"Qau" it addresses the Pathfinders.
sorry for the late post. I had to make a day trip to Spokane today. Back to regular posting on the morrow! :)
The cartouches, in short:
sun over a staff. ank over bread, ank before an arch, scepter paird with sun, man before scarab/cobra, eye over water. I will post the cartouches in long tomorrow.
Tugo the Liberated |
Tugo is mesmerized by the show of life from this water. He unfortunately has no idea what the figure said however, so he dismounts from Lotti and bows humbly saying, "I'm afraid I can't understand you. You wouldn't perhaps know Taldane...
or Halfling,...
or Elven would you?"
Venture Teller Play b'Post |
The being does not respond to any of Tugo's questions.
EDIT: I am going to have to depend on the honor system here. Please do not look at the second or third handout. I cannot cover nor crop them & you haven't gotten to them yet.
Venture Teller Play b'Post |
Aye, that's my assumption as well. In any case the one with the pictures (the top one) is the one you want :)
Badriyah Hameedah |
Reaching for the stone cube, Badriyah pulls her hand back and instead moves it toward the hilt of her rapier as the creature forms in the pool. Shaking her head to show her lack of understanding to the creature she follows the others lead and speaks in her native Osirian. "
تحيات الوصي على بركة السباحة. كيف يمكن للخدمة ."
Ser Willem Dargerion |
Ser Willem, hearing his friends speaking several languages in the next room, goes in to investigate. "Who are you all talking t..." He doesn't finish as he sees the watery female. "Oh. ", he says as he gives a slight bow to the being. "Ser Willem Dargerion at your service."
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Venture Teller Play b'Post |
The creature repeats the phrase, but it seems neither hostile nor conversationally inclined.
for opening the door.
-Mazon- |
Knowledge (planes): 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
She turns to the others and says "She is a water elemental so she won't speak anything other than Aquan."
Mazon tries gesturing at the stick and sword in the pool and gestures if she could have them while she is smiling.
Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8
Tenaka |
perception: 1d20 + 12 ⇒ (15) + 12 = 27
Hearing the rest talking and speaking in several weird languages he looked into the room. Seeing them talk to some being and not understanding what was being said he let his eyes gaze over the room before listening to Mazon for a moment. "that sounds plausible, I have no experience with these kind of creatures..." Then as if it was an after thought "There seems to be some sort of a hidden passage over there, no idea how to open it tho..."
Tugo the Liberated |
"A water elemental!?" Tugo exclaims, "wow, what a wonder!" He walks closer to the fountain. "Does that mean she's a construct? A being of magic? The last time I met something alive that wouldn't ordinarily be, it was put there to guard some secrets. Perhaps these items belonged to someone and they summoned her here to guard them. Or perhaps that passage that Tenaka found? In any case, lets not do anything quick or out of sight of our new friend. If she opposes any action lets give her time to make that clear before we take such action." He ends his ramble looking at Mazon as she gestures toward the items in the font.
Venture Teller Play b'Post |
The creature responds to Mazon's gesture,
She almost repeats the phrase to Taneka, when he traces the line on the wall.
Venture Teller Play b'Post |
The creature responds in surprise at the outsider Tugo rides & yet his lack of knowledge on the matter.
Not really, but the GM found it amusing :)
Where to? Your choices at the moment are: more interaction with the water creature (no-one here can actually talk to it), grabbing stuff from the fountain, trying to discover the secret passage opening mechanism, looting the pathfinder, the double doors to the south, or (the usual route for players) something the GM and designers haven't thought of. :)
-Mazon- |
Mazon decides to ignore the elemental for the moment and goes back to the corpse. She picks up the wayfinder, looking it over for any discerning signs Perception: 1d20 + 3 ⇒ (2) + 3 = 5 and puts it in her pack. She then picks up the belt and hands it over to whoever wants it most "Whoever wants this can have it, it will make you feel more healthy." At least +1 hp. "I'm assuming that the weapon and the stick in the water has something to do with the secret passage, but should we check out the southern doors first?"
Ser Willem Dargerion |
Ser Willem nods. "Wouldn't want anyone sneaking up on us." He then goes to take a closer look at the double doors.
Perception: 20 + 1 = 21
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