
Chaetris Admeroi |

Since the wind isn't that bad, Chaetris will not bother resecureing at each piton. By the time the wind picks up she'll be at the tunnel's opening ready to slide down the rope.
Keeping a hand on the rope Chaetris hurries back to Percival. As the wind blows him from the tunnel she struggles to remain standing.
Strength: 1d20 + 1 ⇒ (8) + 1 = 9
The terrible winds blow her over and out the end of the tunnel. Still holding the rope she drops over the edge hoping for some shelter. "Ok! Put it back! Put it back!"

Pythia Strange |

Round Three
"Worse or better?" Pythia calls out, testing how this works. At Chaetris yelling at her to return it, she does so, hanging the green lamp back in it's place. "Oh!" she exclaims. "What if I light another one? If taking down a green one made it worse, perhaps lighting another will make it less severe!"
Round Four
Pythia hurries over to another one of the hanging lanterns, the nearest on in the yellow alcove and checks if it's ready to be lit.
I probably missed this when you had to bot me, but do they take oil and function like a lantern? Is there oil in it?
Realizing she has no way to light it herself, Pythia calls out to Cerise and Kael, "If we can test adding a lit lantern while the wind is blowing we might be able to see if we're on the right track!" Pythia explains to Cerise and Kael. "Do you have oil and a light?"

GM Lazyclownfish |

Missed this earlier. Quick phone post to make up for it.
Kael Strength check: 1d20 + 4 ⇒ (1) + 4 = 5
Kael Strength check: 1d20 + 4 ⇒ (6) + 4 = 10
Kael Strength check: 1d20 + 4 ⇒ (17) + 4 = 21
Kael pushes at the sarcophagus, but the thing feels very heavy. It moves a little bit on his first two attempts, both times sliding back and settling pointed toward the orange lantern. Third try is the charm though as Kael gives the sarcophagus another heavy shove, causing the stone to rotate smoothly and click into place pointing at the yellow lantern.
A great rumbling can be heard from below as a five foot cylinder rises eight feet from the floor near the yellow lantern.
A moment later, two thin "doors" slide open, revealing a hollow space within.
Let me know if you push it any farther. It's a DC 15 strength check to move.

Pythia Strange |

Oooh!" Pythia exclaims, replacing the yellow lantern and ignoring everything else but the newly opened doors right beside her, and the pillar. "Stop right there, Kael! I want to check it out!"
Pythia examines the massive cylinder, and then peers into the doors, shining her shield's light inside so she can see. Not going inside them yet, but looking inside from the doorways. Do they both lead to the same hollow space? Or different ones?
Perception on the cylinder: 1d20 + 4 ⇒ (1) + 4 = 5
If I need any knowledge checks on the pillar, let me know!
Perception on the secret rooms: 1d20 + 4 ⇒ (9) + 4 = 13

Kael Zephros |

Whatever Kael was expecting... that was not it. He glances at the cylinder, running though options in his head, none of which are helpful at the moment. It looks like maybe someone or something needs to go in there? Maybe there's a second level that opens to? Regardless, I don't think that's going to turn off the wind. And I don't have oil or light... though I do have a couple tindertwigs, if that helps..."
If noone has a significant suggestion for what to do with the newfound oddity, he releases the sarcophagus and moves back over to the "wind" alcove. If someone wants to investigate further, he'll continue to hold it.

Chaetris Admeroi |

Chaetris stays with Percival until her fellow miner is no longer paralyzed. "We should go down and join the others." She says as he recovers. Keeping an eye on the wind, she makes a careful descent.
Climb: 1d20 + 1 ⇒ (17) + 1 = 18
Does the wind die down when either the green lantern is restored, or the yellow doorway revealed?

GM Lazyclownfish |

While Pythia studies the small, empty chamber inside the cylinder, the others gather in the blue tunnel. The wind continues to roar above, making it hard to hear this close. It doesn't seem like anything the group has done thus far has affected the wind in any way. It's almost like a persistent backdrop at this point.
The wind seems like it's going to persist for some time. You can continue turning the sarcophagus clockwise(it won't turn the other way). Or someone could enter the cylinder. The cylinder is completely empty and not trapped. You mentioned trying to light the lanterns and you could do that, but it won't affect the wind at all. You're also still missing the red lantern.

GM Lazyclownfish |

Before Kael can react at all, the doors slam closed, interrupting Pythia's words and the cylinder immediately lowers back into the ground.
The cylinder drops swiftly, going much farther down than you expect and giving you a sense of vertigo. After a few seconds, the whole apparatus stops its descent and the doors come open silently, revealing a chamber thirty feet across and twenty feet tall.
The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference, almost as if they are paying homage to the viewer. Many extend their hands in adoration, their faces awash in adulation. Several of the statues lack hands, arms, heads or anything else easily hacked off by long-absent tomb robbers.
About fifteen feet to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible at the top, however as a large stone block obscures most of the passage.
You can see a large stone block-shaped niche in the roof above.
I can't put Roll20 on 2 maps at once so I'll just link you a map here. There isn't really a relevant knowledge check as this is absurdly obscure. Also, the only way into the hallway beyond is over top of the stone block which would require a pretty tight escape artist check.

Percival Yorik |

Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
Knowledge (Arcana): 1d20 + 5 ⇒ (13) + 5 = 18
Yeah, we should go back. Percival knows Chaetris can't hear him over the wind, but he smiles anyway. Taking the chain, he makes sure he's calm before descending.
Take ten if I can, otherwise:
Climb: 1d20 + 1 ⇒ (11) + 1 = 12
Seeing Pythia enter the tube, Percival reaches out with one hand. Wait...no...you were supposed to...
He can say nothing.

Kael Zephros |

Kael stands mutely a moment as Pythia vanishes in the strange device, before yelling out, "Wait! Can you still hear us?" [i]So -this- is how things are going to go. Do we need to start tying rope to each other and having a buddy system?"
He waits a bit before seeing if anything happens. "There more colors than we have people, so I'm hoping that there doesn't need to be someone in each... Well, I more hop that isn't some sort of Air Elemental Intruder Disposal more, but thinking on the bright side..."

Pythia Strange |

Pythia lets out a breath of excitement, claps her hands in glee and wanders into the room.
"I'm okay!" she calls out loudly. Which I doubt they can hear.
She examines the statues and room, then checks out the stone blocking the passage. She takes off her backpack and puts it on the floor by the stone. Slowly, she tries to squirm through the tight passage, curious if she would fit.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Escape Artist: 1d20 + 2 ⇒ (20) + 2 = 22

GM Lazyclownfish |

No problems climbing down taking 10, Percival.
A moment later, the cylinder rises again with a deep rumble. The doors slide open, empty.
The wind roars on from the tunnel with the blue lantern.
As soon as you step out of the cylinder, there's deep roar of wind and the whole apparatus rises up into a cylinder-shaped hole in the ceiling. The process is brief after which it is silent.
After a moment of looking around, you notice a small button in the shape of a stylized arrow, similar to the style of the strange sigils you've been finding so far, is inset in the wall near where the cylinder was.
Let's wait a bit in case something happens before you finish looking around. Make a climb check as well to get on top of the 8ft block if you still want to try to squeeze through.

Chaetris Admeroi |

Knowledge (arcana): 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
Chaetris arrives just in time to see Pythia disappear into the floor. She runs over to inspect the circle that is now, once again flush with the floor.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Turning back towards the center she looks at the others, "Can we get that back open?"
A moment later she jumps out of the way as it rises again. "Percival, if this comes back empty again, try to find us." And she jumps into the small chamber in search of Pythia.

Pythia Strange |

A button?! Clearly this needs pushing!
"Fascinating!" Pythia exclaims as the cylinder vanishes back up the chute. "This place is amazing!"
Pythia lets out an interested "Oooh!" as she notices the button. She presses it immediately!
Yeah, if they're following her they'll get there before she has time to try to squirm through the cracks. She'll still do it though! Making the climb check for when she has a chance.
Climb: 1d20 + 1 - 1 ⇒ (13) + 1 - 1 = 13

GM Lazyclownfish |

Chaetris steps into the cylinder, the doors close and it disappears into the floor once more.
The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference, almost as if they are paying homage to the viewer. Many extend their hands in adoration, their faces awash in adulation. Several of the statues lack hands, arms, heads or anything else easily hacked off by long-absent tomb robbers.
About fifteen feet to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible at the top, however as a large stone block obscures most of the passage.
You can see a large stone block-shaped niche in the roof above.
No time to update the map this morning, but Pythia is there in the room.
No follow up posts until tonight. If Chaetris steps out, it'll rise again. If someone steps in, it'll lower. If someone presses the button, it'll lower with or without someone. You'll have to wait for me if you decide to turn the sarcophagus again. This map shows the room. No time to update it with tokens now. If you have any questions, I'm available on Discord.

Percival Yorik |

Okay, I can do that. Percival nods once at Chaetris, puts on his pack, and stands next to the cylinder. He feels useful now that someone's told him what to do. Don't die.
I'll jump in the cylinder if it comes back again.

Pythia Strange |

"Look at this!" Pythia exclaims, showing Chaetris a button that makes the cylinder rise and fall. Seeing Percival hop out of the cylinder this time she exclaims, "Oh, Hi Percival!" She shows him the button as well.
---
Since LCF's out for a bit, I got permission to share this:
About fifteen feet to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible at the top, however as a large stone block obscures most of the passage.
You can see a large stone block-shaped niche in the roof above.
---
Pythia shows Chaetris and Percival around the room, pointing out the snazzy button spoilered above and explaining what happened to her, just in case it was different for the others also spoilered above.
Then Pythia wanders over to the big rock that blocks the passage. "It looks like this was a trap that was activated a long time ago! This big rock fell on some poor guy. I was just about to go check it out!" After a moment she asks. "Are the others coming? Oh! I guess someone should go tell them what's down here! One of you go ahead. I'll draw the room while I wait. Just click that button I showed you and the chute will open up for you!"
Pythia is clearly VERY excited at her discoveries down here...
Pythia pulls out her ink, inkpens and paper and begins to draw the room and cylinder system.

Cerise Maven |

Ceris felt like she was having a bad dream. Things were happening quickly. Everyone was doing different things in different directions, and everything seemed like it was right on the edge of killing someone. She had barely collected her thoughts from the last surprise when the next one happened, and the next one, and again now.
Hesitantly she got into the tube and joined back up with the rest of the group.
"Can we please slow down and collect ourselves before someone gets hurt?" she said calmly but clearly out of sorts.
"Lets discuss what we know so far, perhaps?"

Chaetris Admeroi |

"This is a marvelous space you've discovered Pythia." Chaetris takes a minute to quickly examine this room. Paying careful attention to the deadfall trap that appears to have been previously triggered. She attempts to determine if a smaller person could squeeze into that space.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (engineering): 1d20 + 8 + 1d6 ⇒ (4) + 8 + (1) = 13 Free Inspiration
"I think for now we should go back upstairs and figure out what to do next." She attempts to bundle Pythia into the cylinder and push the button. Then follows.

GM Lazyclownfish |

Chaetris examines the stone block. It looks like a smaller person could definitely squeeze through the gap at the top. The block also appears to be resting on a pressure plate, presumably the trigger that caused it to fall.
It's a DC 25 escape artist check for a medium creature to go over top. You could take 20 on this. A small creature can get over without a check. It also might be possible to move the block or tip it over.

Pythia Strange |

Pythia resists Chaetris' urgings, squirming away from the elevator and towards the stone.
"And if there's something amazing behind that stone? Perhaps the red lantern? We'll need them all, you see. I can feel it!"
Pythia wants to squeeze past the stone and see whats behind it. Then we can go back to the main room, spin the sarcophagus over one alcove and see if something new opens up. Once we check out all the alcoves (and hopefully find all the lanterns) I want to light them all and see if the flashing colours stops.

Pythia Strange |

Pythia squirms back down to the ground. "Well, I don't fit!" she exclaims. "But there's something back there. A hallway with alcoves and statues. I couldn't see much in the darkness."
Turning to Cerise she asks, "Don't sound so dour, Cerise! This is exciting! We're out of town and destiny's calling. I can hear it!" She smiles brightly and asks curiously, "What is it, dear?"
That last ooc comment on my previous post was a suggestion, btw, not orders or anything. I forgot to add a 'Thoughts?' comment at the end of it. lol

Percival Yorik |

Percival gets very quiet when Cerise speaks sternly, looking unsure of himself and standing somewhat near her. He stays like this for some time, until Pythia returns. It's nice to be out of town, but I think it's a good idea to be careful. I don't think you want to die, right? This question is oddly real, as though Percival isn't quite sure how you might answer.
I suggest we determine if we can move this rock, then explore the other alcoves. Percival nods once, as though making a quick decision, assuming that another tube comes and there are more rooms, let me go first, and Chaetris too, if she can fit. We go two at a time, so if there's something on the other side, we aren't alone and ambushed quite so badly. It seems like Percival is putting a lot of effort into thinking about what to do, certainly it shouldn't be this hard for him to formulate a simple plan. We're searching for the red lantern, but will keep looking until we're done with all of the areas. And we save the lit lantern for last, if we can. Percival's determination is growing by the second, and he appears to be on the verge of moving towards the stone. What else do we need to do?

Cerise Maven |

"Percival is correct. We have already had two brushes with death. This is exciting, but it is also quite dangerous. If you think something is important, say so. The rest of us do not have the benefit of prophesy, so we rely on you to tell us before your runderstanding off down unexplored hall or prest random buttons." Cerise said, hoping it would slow Pythia down a bit.

Kael Zephros |

Kael moves down to join with the rest of the group, marveling at the strange elevator. Who would have thought that such a thing was hours away from the cesspool of a town nearby? When gets to the second floor he comes up to speed and examines the options ahead. "Well, since we're here, seeing what is behind the boulder might be worthwhile. Then we can explore the rest of the tunnels as necessary. I imagine that between Percival and myself, that we can get that stone out of the way with some effort."

Chaetris Admeroi |

Chaetris looks around for whatever parts she can scrounge from the debris around them and their gear attempting to put together something to help dislodge the massive stone. "Well then, let's see what we've got to work with."
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Knowledge (engineering): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (6) = 17 Free Inspiration
Disable Device: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (6) = 21 Free Inspiration
"Maybe we can run some ropes around the statues and have them act like pulleys in a block and tackle. Can we loop this over the sides, or will we need some pitons?"

GM Lazyclownfish |

Chaetris, with the use of some pitons and rope, is able to put together a make-shift pulley setup. With a hard pull from both Kael and Percival, the stone should topple inward with ease.
However...

Chaetris Admeroi |

As she is setting up the pulley system, Chaetris takes one last look at the pressure plate and something makes her stop to take a closer look. "Wait!" She holds up a long delicate hand. "Oh, clever clever. I almost missed it."
Chaetris stands and turns to face the others. "The plate didn't trigger the deadfall, it's triggered by the stone's removal. I'm going to try to jam it so we can safely remove the stone, but if I accidentally set it off... I don't know if you want to wait upstairs."
She waits until those who wish to leave do so, then turns to work on the plate.
Disable Device: 1d20 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15 Free Inspiration

Chaetris Admeroi |

I'll try it again, if that 7 was close I like the odds.
Her tool slips and for a moment a terrified look appears on Chaetris' face. Quickly followed by one of relief as she realizes that she can still keep the trap from springing.
Disable Device: 1d20 + 8 + 1d6 ⇒ (18) + 8 + (1) = 27 Free Inspiration

GM Lazyclownfish |

Chaetris signals the group to proceed, confident the trap is disarmed.
With everyone else out of the way, Kael and Percival tug on the ropes and the stone topples inward launching thick cloud of ancient dust into the air. After a moment, the cloud clears enough to see through it, though it seems like visibility is going to be hampered for some time in here.
Curious carvings that seem to represent a stirring tempest cover the walls of this ten-foot wide passage. Small alcoves flank the hall, and each alcove contains an androgynous humanoid figure with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it's difficult to tell where it's coming from.
You can explore the hall on Roll20. It opens into another area, but definitely stop before entering the next room so I can describe it. Also, please make a perception check with your next post if you could. It may not be relevant right away.

Percival Yorik |

Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Percival enters the hallway, looking closely at the statues. He does not comment on them, but does tap one mischievously on the hands. No idea where that wind is coming from, but I definitely don't like it. We didn't have a plan for fighting elementals, did we?
I can't remember... As if to punctuate this statement, Percival takes a few steps down the hall.
I figure we keep going till we meet something dangerous or that we might interact with.

Kael Zephros |

Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Kael glances around, looking at the statues with interest. "I don't think we've had a plan for fighting anything, but that hasn't stopped us so far. Not that I have much experience, but I imagine they die like anything else." He turns to Chaetris. "Mind giving this hall a once over? Not that I'm paranoid, but things certainly have been set up to get us."

Chaetris Admeroi |

As they carefully walk down the hall, Chaetris marvels at the stonework. "It looks like they are waiting for something. I wonder what the offering should be."
Knowledge (planes) (untrained): 1d20 + 4 ⇒ (3) + 4 = 7
"I don't know much about elementals. Pythia, Cerise, do either of you know anything about them?"

GM Lazyclownfish |

As you are discussing and walking down the hall, unbeknownst to you, a creature hovers near the ceiling in the first alcove. The first thing that you do notice is the bright beams of energy that hit two of the party members. A pink one hits Cerise and a green one hits Chaetris. The creature and the energy beams are creepily silent.
When you turn around, you see what appears to be a three foot long floating strand of striated muscle that connects two eyeballs. It flexes and twists ominously as it hovers in the air behind you.
This creature is a Lurking Strangler. It is an aberration in the same family as the beholder. They typically cause creatures fall asleep with their eye rays and then strangle them to death.
Before you can react, the creature twists again and fires off another pair of energy beams that you can see clearly shoot from its eyes. The pink beam hits Pythea while the green one impacts Percival.
Your turn! The creature is nine feet in the air, near the ceiling. It's possible to hit it in melee from adjacent squares or directly underneath it. I highlighted the creature on Roll20 so it's easier to see. It is Tiny sized. Also, I just left you in the position I found you in on Roll20. Pretty smart setup honestly, unless you get ambushed from behind, of course. ;)
Pythia Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Cerise Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Chaetris Knowledge: Dungeoneering: 1d20 + 8 ⇒ (14) + 8 = 22
Kael Knowledge: Dungeoneering: 1d20 + 5 ⇒ (11) + 5 = 16
Pythia Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Chaetris Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Cerise Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Percival Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Kael Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Enemy Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Surprise Round.
Enemy Attack 1: 1d20 + 7 ⇒ (4) + 7 = 11
Enemy Attack 2: 1d20 + 7 ⇒ (18) + 7 = 25
Cerise Will Save: 1d20 + 3 ⇒ (19) + 3 = 22
Chaetris Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
Round 1
Enemy Attack 1: 1d20 + 7 ⇒ (16) + 7 = 23
Enemy Attack 2: 1d20 + 7 ⇒ (13) + 7 = 20
Pythia Will Save: 1d20 + 4 ⇒ (19) + 4 = 23
Percival Will Save: 1d20 + 1 ⇒ (1) + 1 = 2
Rounds: 1d4 ⇒ 3

Percival Yorik |

Percival feels a sense of weightlessness for one moment, and then a crushing weight bears down on him, pushing him ever backwards, and ever deeper underground. Ahhhhhhh!
He runs away.

Chaetris Admeroi |

Chaetris turns and quickly readies her bow. "Do whatever you can to stay awake, his thing will try to strangle you if you fall asleep. Bloody beholder-kin." She lets a single arrow fly.
Shortbow attack: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Shortbow damage?: 1d6 ⇒ 5

Pythia Strange |

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
"It's beautiful," Pythia exclaims. She follows Percival Into the hall, examining the carvings closely, and running her fingers along it and the statues.
As Chaetris asks about elementals, Pythia smiles. I do, indeed."
Planes: 1d20 + 5 ⇒ (14) + 5 = 19
---
Just as the creature flies into view Pythia's eyes roll up into her head. Visions of multi-coloured beams flying at her teammates fill her mind, but she knows it's too late. The creature is already upon then and she can't react fast enough to warn them.
Powerless prophecy makes her staggered for the first round of combat.
As she shakes off the effects of the pink beam of light, Pythia smiles. Dangerous or otherwise, this was destiny! I'm ready.
Pythia casts a spell on herself, bolstering her combat capabilities.
Casting divine favour on herself, which also triggers her fate's favoured ability. She gets a +2 luck bonus on attack and damage rolls for 1 minute.

Kael Zephros |

Kael spares a glance back at Percival, muttering a quip, "There's nothing to fear except fear itself. That's just a green beam causing that." Then he strides towards the strange creature, grunting as he swings his greatsword in an arcing blow.
Attack, Power Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d6 + 9 ⇒ (4, 1) + 9 = 14
Confirm Attack, Power Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Confirm Damage: 2d6 + 9 ⇒ (4, 5) + 9 = 18

Pythia Strange |

Pythia bursts out laughing. After a moment she catches her breath and exclaims:
"Wonderful, Kael! Really spectacular!"
Looking forward to see Percival fleeing deeper into the tunnel she calls out. "Hey! You can't run! We need you! It's FATE!" Pythia chases after Percival, using her shield to light the way. "It's all right, Percy! We're fine, now! Really! The eyeballs won't hurt you!"
Diplomacy to calm and comfort Percival: 1d20 + 4 ⇒ (18) + 4 = 22
Once she has him calmed, she brings him back to the others and shares what she learned with her knowledge planes check, above.