The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
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The Cathedral
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Unused


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HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"The mask is held in a private collection. As visitors don't appear to be welcome, we'll have to make our own entrance. How stealthy can you be?"


"Not very." she admitted. "I can do a thing to muffle sound, but stuff like invisibility is outside of what my powers can do."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Was I able to learn anything about the layout and/or security of the Black Reliquary? As that's where the mask is located, he'd naturally attempt to discover that as well.


You were not able to learn those sorts of details about the place - even the people who know about it have never been inside. I wasn't exaggerating when I said it was a private collection. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"Dampening noise can be quite useful. Combine that with mobility, and a stealthy heist may just succeed."

Let's head to the Black Reliquary. Unless I'm missing something. Do I at least know where the place is?


Finding the estate in question wasn't that hard - a few questions among the locals was enough to get you pointed in the right direction. The Black Reliquary itself was located inside a walled, gated compound. Two guards were stationed at the front, and through the main gate, you could see pairs of guards patrolling on the inside. It looked like they passed by the reliquary every two minutes or so.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

How large is the compound? Wall height/materials? Are the guards armed and/or uniformed? Is there anything on the grounds that could be used as cover/concealment? How close to the gate can I get without being seen? Are there any visible entrances to the reliquary?


The compound's actual size is about 500 by 200 feet, and contains an L-shaped manor house, a stable, a courtyard, a spring, and the Black Reliquart (about 55 by 70-ish). The wall is ten feet high, and made of stone. The guards are armed, and are in the uniforms of Sothan Guardsmen. Impersonating local law enforcement would be extremely stupid, so they are probably genuine. There are a few bushes by the spring, but nothing huge - this is the desert. There's no real cover around the estate, but the guards out front probably won't pay attention unless you get within 50 feet or so, and there's nobody at the sides or the back (on the outside, anyway). There is only one visible entrance to the reliquary, and it's located on the southern side, pointing towards the spring.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

There were several possible way to enter the reliquary, but with the possibility of rival groups pursuing the mask, speed would be the best choice. Locking the general complex layout in his memory, he ushers Kozuri to a nearby secluded area. "Miss Kozuri, tell me about your sound-dampening magic. What are its limits?"

Current plan is to shapeshift into an Earth Elemental and burrow straight into the reliquary. Being silenced would be helpful but may not be a viable option.


Kozuri nodded and lightly began to explain the details of the spell.

And whaddaya know, the Enhancer's Handbook came out just in time, with something appropriate. XD Functionally, it's a -5 penalty on everyone else's Perception checks to hear you for 5 minutes, which is functionally a +5 bonus to Stealth. ...Incidentally, the Vancian "Silence" spell is also something she can do with her once-a-day talent. What it really comes down to is whether or not you want to be able to listen for others (sounds of people approaching, yells to stop, etc.), or whether you want to risk total silence and perhaps not being able to notice something.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Just finished reading that Handbook. It's got some fun stuff in it. I've been pleasantly surprised with the quality of the various Handbooks thus far; no duds yet.

Nodding in understanding, Astoroth explains his plan, transforms into an Earth Elemental, and (waiting for an opportune moment during the guard rotation) begins to burrow toward the reliquary.

If Kozuri is able to cast that Enhancement, that would be ideal. Otherwise, I'll go without. Plan is for her to keep watch from outside the compound. If need be, I'm sure there's something flammable somewhere that could be used as a distraction in case of trouble. XD Astoroth will maintain concentration on his Alteration as long as possible, so his movement will be slow. If the need arises, he'll spend the point for 6min of concentration-free form-retaining.


Kozuri nodded and focused on her inner powers as she held up one hand. A moment later, you could hear all the sound around you abruptly decrease in volume, as if something was muffling every source. Burrowing wasn't so hard, really - but you did have to decide whether you'd try to burrow in from below (which might not be possible) or get to the front entrance and sneak into the reliquary. Either way, the clock was ticking...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Let's start by attempting to burrow through the floor. If that doesn't work, I'll attempt to travel inside one of the walls and enter through the ceiling. I'll save the obvious entrance as a last resort.


As you made your way under the estate, you eventually judged the distance to be right, and headed up - in time to smack into a solid expanse of obsidian stone. Burrowing was a useful power for moving through dirt, but rock was too much for it to deal with (although if you could find some way past THAT...)


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Disappointing but far from unexpected. The security-conscious owner of the reliquary appeared to have considered the possibility of an underground intruder and had taken appropriate precautions. That meant the most expeditious method of entry would be the front door. Even though it was almost-certainly warded, the fact that authorized individuals need a way to enter meant is was a weak point. Worst case, he could expend more divine power to create an alternate entrance through brute force, but that may not yet be necessary.

Let's check out the door. Take10 Stealth is 24 + Kozuri's spell. Take10 Perception is 28-35 +2 vs traps.


As you carefully rose out of the ground, you were able to get a better look at the doors of the reliquary... and the fact that nobody had immediately yelled for you to stop was a good sign. The double doors were fairly large, though, and made of solid iron. They were definitely locked, but they didn't seem to be trapped.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Satisfied that he hadn't been spotted thus far, Astoroth took a moment to lock his form in place so he could concentrate on getting the doors open.

Disable Device: 1d20 + 17 ⇒ (1) + 17 = 18

Spending a spell point to maintain Elemental Form without concentration for the next 7min.

EDIT: Let's try that again in case that wasn't a good enough roll
Disable Device (second try): 1d20 + 17 ⇒ (17) + 17 = 34


Your first attempt to jiggle the doors open was... well, not what anyone would call particularly successful. The second attempt went much better, and a satisfying click could be heard as you popped open the door, slipped inside, and shut it behind you before any guards could see you were there.

The inside of the place was well-lit, and there were double-doors on each side about halfway down, apparently leading into the "wings" of the building. Numerous objects were on display here, the great majority in glass cases. The real question now was how you were going to find your target...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

This place truly was a repository of treasures. Astoroth scanned the area in search of a cataloguing system.
Sense Motive?: 1d20 + 19 + 1d6 ⇒ (11) + 19 + (6) = 36

Otherwise, he'll probably have to just start manually checking each case. Let me know how long that'll take.


I... don't think that's how Sense Motive works. XD Wanna try another skill?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Not really sure what would apply, so here's some other options.
Perception: 1d20 + 17 + 1d6 ⇒ (1) + 17 + (6) = 24
Knowledge: 1d20 + 1d6 ⇒ (2) + (4) = 6 (+12 to +17 depending on the specific skill. I have ranks in all of them)
Appraise: 1d20 + 8 ⇒ (18) + 8 = 26
Linguistics: 1d20 + 13 + 1d6 ⇒ (3) + 13 + (3) = 19


In general, looking around is Perception. XD

As you carefully made your way forward, trying to track down the item you'd come here for, the air rippled slightly... and what looked like a ghostly scorpion dropped down from the ceiling, attempting to skewer you with its intangible tail.

Incorporeal Melee Touch: 1d20 + 7 ⇒ (19) + 7 = 26
If you don't have a response for that, you'll be Slowed, as the Vancian spell, for 10 minutes.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Looks like I'm slowed, then. :-(

Astoroth released a brief sigh of irritation as the creature's stinger connected. He'd been so focused on the exterior defenses that he'd neglected to watch for interior wards.


That was one trap down - and it immediately presented the possibility of several other issues. Among them, that there were other traps in here... and worse, things that wouldn't just slow you, but might alert the guards outside and get them to come running. How did you want to proceed?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

After taking a moment to verify he wasn't injured (just annoyingly slow), Astoroth released a brief surge of power. That should be sufficient to provide advance warning of any further traps.

Wild Arcana for the Divination sphere's See Hazard power. For the next 7hrs, I get a free Perception check whenever I'm within 10ft of a trap.


With a renewed focus on finding traps, it soon became clear that there were... quite a lot of them scattered throughout the building. The good news? Now you were able to avoid them and make your way through the building. The mask in question (golden, decorated with 56 hieracosphinx feathers) was located near the back, under a glass case. It didn't seem to have any traps on it, but the glass surrounding it was firmly attached to the stone block holding it aloft.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

When you say no traps, does that include alarms? In other words, is there any obvious reason why I shouldn't just break the glass?


There is no obvious reason why you shouldn't just do that if you want to.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Time-wise, how long has it been? I need to know if my 7min shapeshift and/or 10min slow have expired.

After verifying that it's safe to do so, Astoroth retrieved the rod from the Infernal Engine and smashed the display case.


So far, about three minutes.

With a loud crashing sound, the glass around the mask was broken, making retrieving it a relatively straightforward task, and it didn't seem like any alarms had gone off. Well, that was good, at least - although you still had to get out of here, and hope none of the guards saw you on your way out of a crime scene...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Wasting no time, Astoroth headed back to the reliquary's entrance (carefully avoiding the traps) and opened the door just enough to slip out. (assuming nothing prevents me) Then, mask in hand, he slips back into the ground and burrows to safety.

Stealth: 1d20 + 14 ⇒ (2) + 14 = 16 +5 vs auditory detection


Is A Guard There?: 1d20 ⇒ 9

Fortunately for you, the immediate area was clear when you opened the door - and it wasn't long before you were able to burrow back underground, leaving the estate. As you emerged and dropped your transformation, you could hear a few shouts from inside the area.

Well, that was probably to be expected if you hadn't actually closed the door behind you.

"Uh... I think it's time to leave..." Kozuri said, taking a few steps backward.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth, still in elemental form, nods briefly. "I quite agree. Take this (he hands her the mask) and return to our place of lodging. I triggered some of their security and have been slowed for the moment. As such, I'll meet you in an hour or two once the coast is clear."

Still have a few minutes left as an elemental (which has the added benefit of keeping my identity obscured), so I'll stay underground for as long as possible. The slow will take slightly longer, but I should be pretty far away by then (plus, I have a hat of disguise). I'll rejoin Kozuri once it appears safe to do so.


Kozuri nodded and darted off. It was almost an hour before you were actually able to rejoin her, thanks to a few patrols that passed your way, but ultimately your burglary had been a success - and you had what you needed to enter the tomb of the Pharaohs. Now the only question was how you were going to get there...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

As the supposed site of the pyramid is quite a distance away, Astoroth looks into hiring a pair of horses or camels. As that's being taken care of, he also makes sure to gather an appropriate amount of provisions for the journey.

Directions for my reference
The four pyramids were to the southeast of Sothis, quite some ways away, and towards the south end of the Underdunes. They were hidden within a valley of some kind.


Fortunately, arranging for mounted transportation in the desert was very simple, given its near-ubiquity as a method of transportation... and you knew where you were going, too, which made estimating your supplies much easier. The journey there was more eventful than most would've liked (including the need to fend off an attack from what seemed to be Chelish legionnaires - one of whom had a locked steel scroll case with him).

Finally, after several days of travel, you made it to the valley in question. There are four identical pyramids here, configured into a square. Each pyramid is 100 feet on a side and 550 feet from its closest neighbors. Unlike the other three, the northeastern pyramid is still half buried in sand. None of the pyramids have any discernible entrance.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

During the journey, Astoroth takes quite a bit of time studying the mask.
Obviously, he'll be divining for magic and making Spellcraft checks - taking 20 if possible.

The scroll case is of minor interest at the moment, but he does make sure to unlock it (taking10 gives me a 27) and look over the contents.


You can't Take 20 on Spellcraft to identify stuff, since there's an explicit penalty for failure. You can, however, Take 10.

It was quickly obvious that the mask had a strong aura of law - what was less obvious were its actual properties, and your first attempt to identify them ended in failure. Which... said quite a lot about what kind of item it was, actually, given that very few normal items were beyond your ability to divine.

Fortunately, you had something else to occupy your time - the scroll case had a number of hand-copied pages from something called the Aucturn Lexicon, which mostly seemed to consist of bits of research on the planet (as well as the four pharaohs whose tomb you'd come here to find).


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Mask retry?
Spellcraft: 1d20 + 17 + 1d6 ⇒ (17) + 17 + (1) = 35

The mask was obviously a rather powerful artifact, and that in itself was enlightening. Once the pyramid was found, he'd have to be on the lookout for especially-dangerous magical defenses. Those cursed runes, in particular - not to look at, of course, but to be vigilant for where they COULD be.

Any particularly interesting bits of research on the scroll pages?
Something else to remain aware of is the correlation between the pyramid and Aucturn. It was very possible that there'd be something alien inside.


This golden mask, decorated with a headdress of 56 hieracosphinx feathers, acts in all regards as a silver horn of Valhalla save that the summoned barbarians appear as Ancient Osirion slave warriors, each armed with a longspear. Summoning the barbarians is a swift action you can activate with a thought, rather than by blowing a horn. The mask’s greater power, however, is to summon forth the missing portion of the pyramid of the Four Pharaohs of Ascension - by bringing it to the base of the pyramids. It occupies both the Head and Eyes slots, should you choose to wear it (which, notably, does NOT conflict with your Book - that's the Headband slot).

The scroll pages probably have information, but would take about 16 hours of your full attention to properly read and understand.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

After checking the area to make sure there's no imminent danger, Astoroth makes sure Kozuri is ready. Then, at the base of the nearest pyramid, he puts on the mask.


Nothing happened when you put the mask itself on. However, as you approached one of the bases, there was a bright flash from overhead - and a surge of green fire began to come down from the sky, sliding apart as it went. When it passed, green stone appeared, slowly forming into the shape of a pyramid 750 feet on a side and somewhere over 500 feet tall (it was hard to estimate without doing the actual math). The returned components fit seamlessly with the existing bases, down to the smallest marks in the stone.

Three hundred feet up on the pyramid’s south side, an entranceway beckons. A square shaft bores deep into the heart of the pyramid from there - with no steps to help people reach it.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth considered his options for a moment before turning to his companion. "Miss Kozuri, reaching the entrance will be difficult without a means of climbing, flight, or long-range teleportation. Do you possess any of those resources?"


"Only if I set the path on fire first..." she said... and she looked like she was actually considering that as a possibility. "Maybe if we could get a rope up there and I torched it..."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Do I see anything that could be used to hold a rope in place partway up? I'm planning something creative involving teleportation and a rope of climbing.


There are no protrusions, handhold, or other major marks along the way that could be used to anchor something. Of course, you could always attempt to make one if you could find a method for doing so...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"In that case, I shall have to carry you," Astoroth calmly replies as he retrieves a vial from his pack (potion of levitation). A few seconds later, he spits it back into the container for later use (because alchemical allocation is awesome). Finally, he ties two ropes together and fastens one end around his waist. "Wrap this around yourself. I should be able to float us to the opening before my magic's duration expires, but if not, this will keep you from falling several hundred feet."

levitate lasts 3min, so that's 600ft of vertical flight. Unless Kozuri and her gear surpasses the 300 pound weight limit of the spell, we should be fine. Mundane rope + rope of climbing equals ~100ft of line. In case of emergency, I can spend a spell point to warp up to 150ft as a standard action.


I'm pretty sure she'd hit you if you implied she was that heavy to her face. XD

The entry to the pyramid was about halfway up your vertical flight distance - easy enough to reach once your magic had been activated, and Kozuri came in behind you a few moments after you'd stepped into the shaft. It sloped gently downwards, and the walls were covered with tens of thousands of tiny hieroglyphs in tight vertical columns - it would probably take months to properly decipher all of them. Fortunately, the way forward is safe.

The long sloping entry shaft suddenly ends about a quarter of the way into the pyramid, leveling out. The transition is marked by a magnificent facade of jet-black stone covered in glowing violet symbols. A large rune in the center of the arch is surrounded by five smaller glyphs.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

That's why I didn't ask. XD

Astoroth relaxes his eyes so as to not focus on the runes as he divines for magic auras. "Be careful what you look at, Miss Kozuri. Certain symbols in this pyramid will turn you into a murderous undead if gazed upon."

Methinks this will be a difficult dungeon crawl....


"Good thing I'm resistant to curses..." she muttered.

Perhaps unsurprisingly, the entire thing radiated an aura of magic, but none of it seemed more dangerous than any other part... and eventually, it became clear that moving ahead would be safe enough.

Ahead, the hall terminates in a T-section. A corridor of pillars stretches to the left and to the right.

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