The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

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Welcome to the Tomb...


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

Dotting so the game appears on my list.

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1 person marked this as a favorite.

Dust mantled the frozen form of Sargon the War Sage. Face twisted in rage, he stood with both arms raised as if to ward off a blow. His torn robe and shredded clothing were frozen as well, stopped in time as they had whipped about him in a frenzy of some long passed storm. His very stillness contrasted with the violence he seemed to react to.

He stood in darkness. Alone, in the back corner of a forgotten storage room of the Academe, where his immobile form had washed up after centuries of being traded and experimented upon by countless hedge wizards and curious magi. The most learned of the Academe Magisters had pronounced his case hopeless; only the passage of time would cure him of the terrible magics that had turned him into a statue.

And so he had been placed here, and forgotten.

Silence. Stillness.

Then: " - to the pits of Hell, Relius! You - "

Sargon fell back, brought to life in all his fury in the flicker of a moment. Dust fell from the creases of his clothing, and he collapsed in utter confusion to the floor. He stared, uncomprehending, at the cases and chests that surrounded him. His whole body shook. Madness clawed at his mind, but then with supreme effort he stilled himself.

A look of horrible understanding crossed his face, only to be replaced by grim determination. Composing himself, Sargon the War Sage rose to seek his revenge.

~ ~ ~

Two years passed. Two years during which Sargon educated himself on how Golarion had changed in the centuries since his betrayal. Finally, when he deemed himself ready, he reached out to different organizations and gathered as lethal and professional a band of explorers as he could assemble. To one and all he promised ancient riches - on the condition that they aid him in ensuring that his ancient rival Relius was dead.

Sargon reached out to the Church of Iomedae, and they assigned one of their best warriors from the Everbright Crusaders, Dragox, to aid in the cleansing of this ancient evil.

After Sargon determined that the location of the Tomb on the Storval Plateau, the Church of Iomedae reached out on his behalf to the Black Arrows, who assigned the renowned Gauthier de Nevereth to his side.

The beautiful, curious, and engimatic Reyondelee presented herself one night to Sargon, having learned by secret ways the purpose of his quest, and convinced him that she would prove an asset.

Omar bin Zayed and T'wich McGruff were two names that were repeatedly recommended to Sargon for his venture, such that he finally decided to invite them to join him.

The six of them gathered in Fort Rennick, where Sargon laid out enough of his history and quest for revenge that all united behind him - some out of greed, some out of curiosity, others from a stern desire to do good.

~ ~ ~

Sargon's tale:

Centuries ago, political turmoil shook the pillars of civilization and plunged a large region into anarchy. While established religious institutions fell into chaos, many scholarly individuals turned to the ancient, esoteric writings of Jezule, a longdead
wizard-priest of dreadful reputation. State temples had repressed his lunatic texts for years, but now, absent their formidable influence, his work resurfaced. New followers of Jezule flourished, converting numerous people to a bizarre mix of wizardly mysticism and elementalism combining aspects of both water and earth. This elemental mix earned the Jezulein the disparaging label “mud sorcerers.” In typical Jezulein style, they adopted the jab as a name.

Little information concerning this secretive cult survives today. It is known that the members delighted in conundrums, disdaining those who failed to equal Jezulein mental prowess. The mud sorcerers’ rituals involved evil elemental forces and vile acts. The cult flowered in the chaos that ruled at that time, and the mud sorcerers grew wealthy and powerful in only a few years.

The Jezulein were not ones to rest on their laurels. Through the use of forbidden oracles, the mud sorcerers probed the future, and what they saw displeased them. Their divinations revealed that the chaos would soon end, and when a new government subdued the anarchy, efforts to eradicate the Jezulein would begin and succeed. This forthcoming doom troubled the Jezulein ruling council, the Iron Circle, which met in dark chambers and fiercely debated methods by which the mud sorcerers might thwart fate.

After heated arguments, the council finally agreed on an audacious, insidious plan to construct labyrinthine crypts beneath the earth. There, the most powerful mud sorcerers would hide in temporal stasis. Meanwhile, trusted minions would carry on the Jezulein raditions in secret, waiting for the day when they could awaken their masters.

It was then that Sargon was betrayed. A great general of the Mud Sorcerer's, he was in fact a secret adherent of Iomedae, and with a powerful archmage called Relius he planned to destroy the cult from within. Yet before he could enact his plan, his lifelong friend Relius betrayed him, and froze him out of time during a dastardly ambush. What happened thereafter Sargon has not been able to divine.

He has been able to locate only one existent Tomb. It is located on the Storval Plateau, in the terrible region known as the Cinderlands. It is there that the group shall have to journey, and there that they will find success and riches beyond their wildest dreams - or ignominious defeat and death.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon looked at each of these heroes, his new found companions as he finished his telling looking at each members face closely.

Sargon was dressed in a red silk shirt trimmed with gold and black pants tucked neatly into a pair of highly shined riding boots. His hair graying but combed and oiled to perfection.

What really strikes to you about Sargon was his hawkish features and eyes that seemed to look into your soul. This was a man who radiated power and authority. He carried a staff with his standard furled and he had his holy symbol of Iomadae showing proudly on a chain around his neck.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"OK, I was expecting another milk run from the Decemvirate, but this might actually be interesting. What exactly do we know about this particular tomb? "
spoken by a man who seems out of place in the august company. Everything about him basically says 'nobody'. If you look closer, you notice that all his equipment is top notch, but he manages to wear it in such a way as to make it look like it isn't.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

The hulking half Orc in front of you listened intently to the story. He smirked ruefully as the betrayal was revealed. "Sorry for your luck, bub. That's a rough one all right. I'm not much on a revenge story, but as you know, the front lines at the Worldwound need better armor and blades. The church thinks there is more gold in this place than you can shake a stick at. My job to clean out this place, help your mission, and head back to my friends at the Everbright Crusaders and resupply the Inheritor's army. Let's get to it," he says as he pulls his gleaming blade, and casts a spell upon it.

Cast GMW at the start of the day.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

"Imagine me surprise wh'n me dreams provided me Clank's image" The neatly dressed, and immaculately groomed, dwarf comments from his table as he motions towards the half-orc. "Yep, Desna works in strange ways..." he shrugs, "...brought me that lug's image and said to put me normal hatred aside." He shakes his head in disbelief. A dwarf and half-orc trusted companions, go figure. "So I found meself travell'n 'ere to offer me services. Ain't no trap, I can't figure out with a bit O'luck.' He absently touches the iron holy symbol of Desna when mentioning luck.

The dwarf stands in stark contrast to Omar. While the ranger is reserved and private, the dwarf is not. He is flashy, overtly confident, clearly someone who "is someone" and not shy about flaunting it.


The Long Arrow of Erastil nods at Dragox's words. His questioning blue eyes dancing above his white beard from one member of the cabal to the next, then resting on the returned wizard's features. The wizard's words had proven true, even in the light of the order's most powerful prayers.

"So it is then, a lost servant of Iomedae speaks of awakening terrors, and so we gather, a community with a purpose, to fulfill the ancient oracles to their fullest, and definitely bring down the Jezulein's foul ways." the old man says with a thick Taldan accent and he brings his pipe to his lips, drawing long and deep the leathery smoke of his favourite tobacco.

With a wince, Gauthier stands up, his tall and wide body looming over the table like an old gnarled tree above a forgotten path. Slowly though, his posture straightens, and he finally looks the part of the holy leader of the Black Arrows. He moves over the window of the meeting chamber, overlooking the Wyvern Mountains. It was a sunny day, and the mountains looked inviting. A treacherous invite he thought.

Should I tell him I was not the first one on the list? he thinks, but pushes his self-doubts aside.

With a mighty hand, he pushes back a fold of his brown leather cape and reaches inside his simple dark grey woollen tunic to produce an exquisite rod of silvery metal while he mumbles and swift prayer. A faint golden glow forms around his other hand, which he brings above his head to touch the dark wood tips of his favourite bow. The golden glow transfers to the bow, then recedes.

Cast extended GMW.

"But why now? Why did you awake?" he asks, turning once more towards the wizard, his sight now piercing.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Strumming her well-wrought lyre, filigreed in gold, casually, but nonetheless beautifully, Reyondelee turns her emerald eyes on each man. It is far from the first time she's been the lone woman in a company of men. Therefore it is not strange that she shows neither trepidation, nor excitement, just serenity, and a twinkling eye.

Reyondelee uses her music to turn the hearts of her companions to her in a spirit of friendship.
Versatile Performance Strings: Diplomacy: 1d20 + 22 ⇒ (12) + 22 = 34

Her skirt, a riding skirt, holds a long slit cut in each side to allow her legs to straddle a horse. Tall boots, black as her raven hair, buffed to shining, are revealed in the slice of the skirt's below. Both her form-fitting skirt, and her v-cut blouse show why Reyondelee's affections have been sought by many men. She pauses her strumming, though her song seems to linger in the air, and reaches out a hand, not calloused, but not the hand of a pampered noble's wife. She grips Sargon's hand briefly, giving her best flirtatious grin. She had only spent a few days and nights with the exiled general, and yet she had learned much about him in that brief time.

Reyondelee takes 20 on a Knowledge: History check concerning Sargon, and the Mud Sorcerers. 20 + 19 = 39. She also taps her knowledge of magic to gauge the power of her new ally Sargon.
Knowledge Arcana: 1d20 + 19 ⇒ (12) + 19 = 31

Gentleman, I pray you pay close attention to our new benefactor. For he has knowledge enough, and ties close, to bring to us all that which our hearts are seeking. The road is treacherous, and our journey will be a long one. It may be that we say farewell to all that which we leave behind. Yet I, for one, go with eager heart and willing. For the knowledge we go to seek is beyond secret, and the treasures beyond reckoning. With that she turns to sit, but first purses her full, painted red lips on Sargon's cheek, kissing him gently. When she returns to her seat she picks up the tune on her lyre, almost magically, from the air, as if she had never stopped playing in the first place.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

The dwarf nods approvingly, "Well, yer easy on the eyes and yer syrupy voice doesn't seem t'crack on the high notes." He takes a long draw from his tankard downing the dwarven brown ale in one pull. The dwarf picks up an off-white linen cloth from the table and dabs his mouth. The back of his hand and his shirt sleeve are both noticeably clean, unlike most dwarfs. T'wich then pulls out his own birchwood pipe from inside his cloak and pouch of loose charwood weed. He meticulously packs the pipe, like he's done 10,000 times before. Then offers his pouch to the others. Finally, satisfied with his work he strikes the tinder and puffs.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Maybe it will be tough. Maybe it won't. We'll see when we get there. I've seen many a place where the reputation didn't live up to the reality. "

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My thanks to Sargon, whose background provided such a perfect hook to bring everyone together. I'll keep his responses brief so as to not presume too much upon his PC.

The War Mage gazes at Gauthier and answers clearly and succinctly. "I do not know. I can only surmise that Relius' spell finally ran its course. He was powerful, but perhaps not so powerful as to lock me outside of the stream of time forever."

Turning to Omar, "I do not know the specifics of this tomb, nor which of the mud sorcerers is interred within. I can only pray that I find Relius there, but the odds of such happening after so many centuries are slim... either way. That this is a den of evil cannot be doubted. Whichever sorcerer was entombed therein shall find destruction at our hands."

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Reyondelee:

Knowledge History: Within the last two centuries various adventuring parties have recovered fabulous treasures and scrolls supposedly taken from mud sorcerer tombs. These scrolls are written in a dead language known as Taalese.

These adventurers reported encountering numerous traps, tricks, and false sepulchers before discovering the actual tombs. However, cryptic riddles in Taalese have also been found in other tombs, providing valuable information, while other times leading to disaster. The purpose of these riddles is unknown.

Supposedly, the Iron Circle members whose tombs have not been discovered yet are Alyph, Aqui, Boukettu, Daedis Ko, Eyenne, Graptis, Irdraz, Iyayo, Jikyor, Lalotte, Markule, Tzolo, and Ulshidar. These supposedly still rest in temporal stasis within their tombs.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Quote:
Gentleman, I pray you pay close attention to our new benefactor. For he has knowledge enough, and ties close, to bring to us all that which our hearts are seeking. The road is treacherous, and our journey will be a long one. It may be that we say farewell to all that which we leave behind. Yet I, for one, go with eager heart and willing. For the knowledge we go to seek is beyond secret, and the treasures beyond reckoning. With that she turns to sit, but first purses her full, painted red lips on Sargon's cheek, kissing him gently. When she returns to her seat she picks up the tune on her lyre, almost magically, from the air, as if she had never stopped playing in the first place.

Upon receiving the unexpected gift from the comely bard, Sargons steely demeanor cracks and a warm smile comes to his face along with a slight blush to his cheeks.

Rey...It's for people like you and the rest of this esteemed group that I continued my quest for freedom, for if the mud sorcerers were to return to power... Sargon let's the statement fade and an almost painful expression comes to his face. He then composes himself.

However, we will not let that happen, I vow to use everything at my disposal to make sure all of us emerge victorious

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"The Cinderlands play host to a desolate backdrop of scrubland and drought, famine and death. As hot as a forge and dry as a desert, the broken flats radiate a hazy, wavering heat so tangible that it robs the body of precious moisture in mere hours. What beasts make their homes there are deceptive and violent, while what few plants claw their way through the cracked ground are as nourishing as rocks. It is the next best thing to Hell on Golarion. Gozreh swelters in this parched place, repeatedly venting his fury against the unsuspecting lands in cleansing baptisms of fire.”

—The Cinderlands Expeditions, Preface

The journey to the Tomb's entrance is perilous and demoralizing. Even for so hardy a band of adventurers as yourselves the way is grueling, afflicted as you are by ember storms, rock fires, assaults by deadly beasts and one barely repulsed raid by a Shoanti barbarian death-cult.

Still, one week after departing Fort Rennick, your group finally locates the Tomb's entrance. Powerful illusions mask the tunnel that descend deep into the earth, and several cave-ins make the going slow. Finally you step out into a large, natural cavern, at whose rear stands a dark gray block of granite embedded in the rock. Platinum insets spell three words in the block: "Errukiz", "Ezdrubal", and "Elomcwe".

Knowledge Religion DC 15:
These three words spell out the Three Sins of Ruin in dwarven philosophy: Treachery, Sloth, and Foolishness.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Even with a constant application of prestidigitation spells, Sargon still finds that dirt and grime worm their way onto his uniform. Gone are the fine silks and spit polished boots that he was previously adorned in. Sargon is now dressed in a nondescipt greenish gray shirt and trousers.

He gives the cavern a thorough looking over Perception: 1d20 + 26 ⇒ (20) + 26 = 46 before examining the granite block.

Damn muddies always with the riddles

Anyone know what these words mean?

He then casts Detect Magic on the block and concentrates for 3 rds.

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Sargon:

The cavern is made of rough, featureless rock. The only item of note is that the letters for the word ELCOMWE look like they can be depressed.

After focusing on the block for three rounds, you note that there is indeed a strong aura passing through it - but not limited to the block. The aura seems to disappear on both sides into the rock, as if it were a barrier of some kind through which the block passes.

You also sense a second, separate aura of similar strength in the block alone.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Sargon finishes his examination of the block Hmm...There is some powerful magic on this block, if I had to guess it would be some sort of abjuration

Sargon leans in a little closer If you notice here, the letters for the word ELCOMWE look as if they can be depressed


Gauthier examines the words: "Treachery, Sloth, and Foolishness... The Three Sins of Ruin in dwarven philosophy. It looks like foolishness can be pressed down... Not sure that's wise..."

Know Religion: 1d20 + 10 ⇒ (10) + 10 = 20

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar will check for traps.

paranoia isn't just a mental illness, it's a way of life

perception: 1d20 + 36 ⇒ (2) + 36 = 38


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

"Ah broth'r the Three mighty dwarven sins: Treachery, Sloth, and Foolishness." He instinctively touches his holy symbol and mutters a quiet word to Desna.

He studies the letters, "the last word is scrambled 'Welcome' in common."He starts to point the letters out to rearrange them.

know religion: 1d20 + 8 ⇒ (9) + 8 = 17
perception: 1d20 + 20 ⇒ (16) + 20 = 36
Add 5 if trap.
disable device, if needed: 1d20 + 28 ⇒ (12) + 28 = 40

DM not sure if word scramble was intentional?


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

T'wich is taken aback when Omar steps up and starts to look for traps, "Now, 'Trigger' you just watch all those fing'rs and toes and don't go settin' things off." He scoffs. "Least let me git b'hind Clank fer some added protection."

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Look, I've done this before. Heck, I didn't even say 'hold my ale'. You'll be OK. "


"I too noticed the letters, but I thought it only a coincidence... Perhaps you have the right of it? What was the language usually spoken in these parts? Were dwarves common or uncommon? Were Dwarves enemies of the Jezuleins?" he pauses, then takes a deep breath and smiles sheepishly.

"Lots of questions, I know..."

Know History: 1d20 + 10 ⇒ (4) + 10 = 14


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

"Trigger no self respectin' dwarf 'Holds ale' we're smart 'nough to drink it beforehand." He smiles at his comrade. One eye brow raised as he peeks from behind the half-orc. He nudges the orc, "Don't you worry, I've got yer back, but ya might want to step back."


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Quote:
"the last word is scrambled 'Welcome' in common."

How about that Sargon says

Why would someone who is hiding from the world want to have such an obvious egress...Maybe so his followers could find him?

Before we breach this tomb, let me offer some protection

Sargon casts Life Bubble on the party. He also unfurls his banner giving everyone a body double

Since we have 6, I suppose it will be 6 hours on the first two front rankers and 4 hours on the rest of us

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T'wich: no comment.

Omar does not detect any traps.

Gauthier, you don't recall any association between the dwarves and the mud sorcerers.

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1 person marked this as a favorite.

Sargon:
The language of the Jezulein was called Taalise, which you speak (add it to your list of languages).

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Ok, he will then search for secret doors since there doesn't appear to be any way to advance.

He'll take 20 on the search since nothing is pressing, for a 49.

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Omar steps away from the group and begins to scrutinize the walls with an almost violent amount of attention.

No secret doors present themselves, however.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"I got nothing. Must be some of that magic type stuff. "


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

The dwarf belly laughs. "Need a dwarf and real trapfinder fer that do you Trigger? He steps up and checks for traps,

rolls:

perception traps: 1d20 + 25 ⇒ (7) + 25 = 32

disable device: 1d20 + 28 ⇒ (13) + 28 = 41
I don't take 10 or 20 often, I like to roll the dice.

He starts to push the letters in like a puzzle.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"Um, no actually. I'm pretty sure there are neither traps nor secret doors in here. If I don't find them, it's very unlikely anyone can. You are probably right playing with the letters. There's some magical puzzle or something I expect. "

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T'wich's clever fingers depress the letters so as to spell out 'Welcome', and immediately the granite block rises up to reveal a portal leading into a further room.

Like an exhalation of a dead thing, the still air from beyond breathes out into the natural cavern, bringing with it a faint tang of still water, cold stone, and untold centuries of silence.

The thirty-foot high chamber beyond has been sculpted from swirling dark-green marble. A row of four black pillars crosses the room, and behind them are two long pools filled with crystal-clear water. At the far end of the room (about 75 feet), a smaller pool sits in front of a massive black iron bell suspended between two upright columns. The sound of wailing voices echoes through a passageway at the far end of the left wall.

I'll start posting the map tonight when I get home. Go ahead and identify your light sources when you next post.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

"Bah, don't git that light too close to me. I was born und'r th'ground, no need fer any spotlight." T'wich looks around at the group. "Suppose we should set up an order both single file and two across and talk 'bout some battle tactics." He takes a long drink out of a canteen. "Me...I tend to stay to the shadows up front. In battle work best with a buddy that doesn't mind if I repeatedly stab our bastard enemy in the back." He shrugs, "Gang up works best fer me."


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

"The light is unnecessary for me as well. I can see perfectly well without it," the half Orc muttered as he took in the vault. "I can't lie....it troubles me that this sorcerer is so arrogant that he'd make entrance into his vault so easy. I could have solved that one, and I'm more known for my sword arm than being especially clever. He isn't trying to hide very hard," he grumbles, still surprised that he actually could have figured out the puzzle as well.

"Stay close to me, Twitch. I'll have plenty of targets for you, I bet!"


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

"We'll be like peas and carrots." He nods at the half-orc.

He then methodically checks her gear, each item in it's proper spot, "Hey, this is what's on these here belts." He then goes about identifying the various potions and oils in his bandoleers in a business like fashion. "Y'don't 'ave to ask."


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

T'wich holds his iron holy symbol and speaks prayer, "goddess of the night, bless me wit the sight t'see magical auras." He blinks twice and concentrates on the opening for any magical auras within the chmaber. He stands at the doorway,scan the area floor to ceiling. Detect magic.

He slides his primary sword out of it's scabbard. The jeweled hilt glimmers in the faded light. He studies the entry. "Ready."

Rolls:

perception: 1d20 + 20 ⇒ (4) + 20 = 24
Add 5 for traps
*This is going to be ugly, if I keep these rolls up.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Reyondelee takes a moment to make some notes on the entrance of the tomb on the parchment she's reserved for mapping the tomb. She looks at Dragox and speaks so everyone can hear. I'd squash that talk of "easy" entrance. In my experience the easier the outer door, the more likely the inner door is deadly. It's not arrogance to lull your enemy into a false sense of calm. Also, the language these mud sorcerers spoke was called Taalese. It's a dead language. Reyondelee pauses, and chuckles to herself, finding something very humorous. She jots a few more notes, and then puts her quill, ink, and parchment back in their prospective locations. I hope everyone is okay with me taking a few moments here and there to sketch a map of our journey and jot down a few notes. No matter what treasure lies in here, for me, part of the treasure of this excursion is the knowledge of the vault itself. A good map is worth more than many a magic sword to the right buyer. She winks at Sargon. If we're to try and keep our presence a secret as long as possible, then I think using darkvision would be best. If you don't mind general? She waits while her eyes adjust to the new magical vision, and then looks at each man in turn. Seems to me like T'wich and Dragox should be to the fore, they were certainly worth more than their weight in gold against those Shoanti cultists. I think Omar should follow them, as he'll get better angles with that pernicious bow of his, and, if it's all right with everyone, I'd like to take up position next to our benefactor. She winks at Sargon, and plants another kiss on his cheek. If Gauthier pulls up the rear, I'd certainly feel safer about my hind quarters. She lifts her round bum, just a tad, and turns to look at it, with an impish grin. Before we venture anywhere quickly, I'd like to make a plea for patience and attention to detail. If we stay together, and do our best to examine every room for all that can be learned from it, I do believe we'll survive a lot longer. Sound good?

Reyondelee would be more than happy to take 20 on Perception checks in each room, and at every hallway interval. I realize that takes up a lot of real time, but for her the thorough examination of every nook and cranny of this tomb is worth it. Might be a good tipping point for some in character banter about how women are always taking too much time to do everything. :P Perception Take 20, 20+23=43

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T'wich:

You immediately notice several strong auras about the door before which you stand. As you wait for your spell to take full effect, you notice that there are two auras, both equally strong, one of which is centered solely on the door, the second of which seems to extend laterally as well as up and down into the rock walls on all sides, as if it were a wall of magic in which the door is a portal.


"Do- Do we have a way to see in darkness? I'm afraid I will have to light my helmet. If not, I'm no use... As for the rear, I'll take it with pleasure!" offers Gauthier, ar first subdued by the lift, but quickly recuperating his wits.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

DM:

Do I see any traps? I've done a couple rolls previously but if you need another here is one.

perception traps: 1d20 + 20 + 5 ⇒ (6) + 20 + 5 = 31

Alternatively, if you want me, and the others to make, 5 perception and/or disable device checks that you can use at your leisure in order to keep things close to you vest.

The dwarf whistles, "Sargon, Rey either you want t' check out da magic that's all over the door and the wall 'ere?

He motions them closer, while using his sword hand keep Dragox at bay. He will continue to study the aura's. "Don't step through the doorway." He cautions.

I can read magic but I don't really want to take up all the action - unless it becomes necessary to move the game forward.

RPG Superstar Season 9 Top 16

T'wich:
Sorry, forgot to mention it because no, you see no traps.

Read Magic won't help as there is no magical writing in evidence, just auras.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Gauthier wrote:
"Do- Do we have a way to see in darkness? I'm afraid I will have to light my helmet. If not, I'm no use... As for the rear, I'll take it with pleasure!"

Most certainly Gauthier, Sargon will cast Darkvision on Gauthier and Rey.

It will last 14 hours

Twich wrote:
"Sargon, Rey either you want t' check out da magic that's all over the door and the wall 'ere?

I believe Rey this is more your specialty

Not sure if another knowledge check is in order

Rey wrote:
She winks at Sargon, and plants another kiss on his cheek.

My dear, you do bring a smile to this old man's face


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While they wait, Gauthier approaches Drogax and comments: "What is it with evil cults and green-black marble? And where do they find such ugly marble, I wonder? Perhaps what our orders should do is to put watchers where those are sold and follow anyone who buys large quantity. Surely, they're up to no good..."


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Reyondelee casts detect magic and concentrates on the auras of the door long enough to determine each aura, and its strength. She also taps her knowledge of such magic, as well as her knowledge of mud sorcerer history to see if she can remember anything that might be useful.

Knowledge Arcana: 1d20 + 19 ⇒ (12) + 19 = 31
Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22
Knowledge History: 1d20 + 19 ⇒ (9) + 19 = 28


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Quote:
The thirty-foot high chamber beyond has been sculpted from swirling dark-green marble. A row of four black pillars crosses the room, and behind them are two long pools filled with crystal-clear water. At the far end of the room (about 75 feet), a smaller pool sits in front of a massive black iron bell suspended between two upright columns. The sound of wailing voices echoes through a passageway at the far end of the left wall.

Are we meant to ring the bell and announce our presence Sargon says as he begins moving towards the pools and the bell.

Sargon will take a closer look at the pools and the bell
Perception: 1d20 + 26 ⇒ (16) + 26 = 42

Are there any writings or symbols?

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

"I really don't see any good from announcing our presence. Just saying. "


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Omar wrote:
"I really don't see any good from announcing our presence. Just saying. "

Sargon lets out a slight chuckle. You and me both Omar... Sargon says as he eyeballs the bell and begins rubbing his chin In fact no one with an ounce of sense would contemplate it...Hmm

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Reyondelee stands beside the portal, focusing intently on the powerful magics that course through the walls and the air about them. The fabric of their weft is masterful, and as she figures out their purpose, Sargon walks past her and into the tomb proper.

Damage: 12d6 ⇒ (4, 5, 3, 5, 3, 6, 2, 5, 2, 1, 4, 1) = 41
Will Save: 1d20 + 17 ⇒ (14) + 17 = 31

As soon as he passes over the threshold, he screams as terrible magics work their way with him, his back arching and his hands clawing at the air. He stumbles forward, his body wracked by pain, and slowly recovers himself on the far side.

Will save made, Sargon takes 20 damage.

Reyondelee, jolted out of her reverie, realizes exactly what's in place at the door.

Reyondelee:
There are two effects in place: A Forbiddance spell that surrounds the entire tomb, and a magical abjuration effect that will cause the door to seal itself in less than twenty seconds. Once the door closes, it will be impossible to open for a whole year.

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