| Javi the Wasp |
That’s good enough for me, and I certainly don’t have any better ideas.
After a brief discussion, Javi nods and skulks down the corridor to his right, warily sidestepping the columns despite assurances that any arcane nasties are suppressed. He slides between the fifth column and the wall, peeking around the corner but mostly trusting to his ears to detect any threats. If he finds none, he presses quietly forward. He moves with a practiced care, doing his best to search for traps and triggers by touch and sound as much as by his goggle-hindered sight.
Stealth: 1d20 + 22 ⇒ (4) + 22 = 26
Perception: 1d20 + 12 ⇒ (4) + 12 = 16 (-4 for visual; +2 for traps)
... sheesh
| Javi the Wasp |
apparently :(
| GM Dien |
Javi edges around the corner to see-- a very short 'stairwell' leading up. It's only five steps and then a small landing. There appears to be a door, maybe? with some writing on it up ahead, though from his current angle it would be hard to make out the script.
Moved Javi on the map.
He hears no signs of enemies, and he sees nothing that jumps out to him as a trap.
Javi: 1d20 + 12 ⇒ (12) + 12 = 24
Shaggar: 1d20 + 12 ⇒ (5) + 12 = 17
Rosalia: 1d20 + 13 ⇒ (14) + 13 = 27
Heldar: 1d20 + 14 ⇒ (2) + 14 = 16
Lyrian: 1d20 + 13 ⇒ (16) + 13 = 29
Hatyah: 1d20 + 5 ⇒ (14) + 5 = 19
Lyrian, can you confirm for me if your perception is +12 or +13? You've been rolling +12 and your character header says +12, but your full sheet says +13.
| GM Dien |
No worries, just wanted to make sure before I inevitably hit the roll where that +1 would make a difference.
Lyrian is unable to tell anything more about what he senses even when he listens carefully.
**
This doesn't seem to be a 'door' so much as a stone slab where a door might have stood, to block the doorway. There are no handles, knobs, or hinges, for instance-- although you can see scrape marks on the floor before the 'door' to indicate that it might have been dragged or shoved into position. A circular wax seal about five inches in diameter is unbroken along the top lintel of the 'door', showing that this stone has not been moved since the wax seal was placed there, at least. The seal features the symbolic runes of three of the four pharoahs, but they are not circled versions of the runes, and thus, they are not a part of the 'cursed' runes.
The 'door' has hieroglyphic script in Ancient Osiriani.
For those who approach and who read Ancient Osiriani and who attempt to read the script:
He has been given the number sufficient to a traitor. May he be forgotten and his name unspoken!
| Javi the Wasp |
Sensing no immediate danger, Javi sneaks forward to the door-thing, flipping out his wayfinder to get a better look.
Map position updated, spoiler opened…
I’m assuming at this point Javi would recognize the language as Ancient Osiriani given how much of it we’ve seen in this tomb (and before, actually).
Not a minute later, he pokes his head back around the corner, waving the group forward. ”Some Ancient Osiriani up here. And the way’s blocked by a massive stone.” When they approach, Javi spends a bit of time making sure there aren’t any more hidden nasty surprises on or around the stone.
Perception (traps): 1d20 + 14 ⇒ (17) + 14 = 31
”Someone spent a lot of effort,” he mutters as he searches the edges of the stone with his tiny fingers, ”making sure whatever’s in there stays in there.”
| Shaggar |
Shaggar approaches and reads the inscription aloud. "He has been given the number sufficient to a traitor. May he be forgotten and his name unspoken! Hrm. The truth or a ruse?"
| Javi the Wasp |
Javi pauses in his work. "You think all those acid-burned-out spots are where his name once was?"
| GM Dien |
Javi ascertains the presence of no traps, though his fingers, eyes, and ears make a full circuit of the block of rock.
And yep, I assume that ancient Osiriani is quite recognizable, just as we can look at hieroglyphic Egyptian and be like 'yep, them are some hieroglyphs, alright'. Since Javi speaks modern Osiriani, he'd be quite able to tell the difference between whatever symbols are still in common use, and the old ones. So yeah. You know Ancient Osiriani when you see it.
| Heldar |
Heldar joins the others up the stairs, listening to Shaggar's words, pondering them carefully - "The Pharaoh of Numbers then - he would be entombed here?" - he asks as much to himself as to the others, straining to dig up memories of their recent events for a clue - "I get the sensation that his name will play a big part in our endeavours, but we do not know it. As I said before, it is lost to time" - he sighs.
"Any other way to navigate this door Javi?"
| Javi the Wasp |
Perception (secret doors/other stone-bypassing options): 1d20 + 12 ⇒ (1) + 12 = 13
Jav shrugs as he looks. "Havne't seen any so far ... so I'm gonna say ... sledge hammers or magic?"
| Shaggar |
"If this leads to his sealed crypt, perhaps we should leave it alone for now. Much as I don't want to tackle the multiple traps in the other direction, at least there is a corridor beyond it."
| Lyrian Arkwright |
Lyrian speaks up. "If the inscription is about numbers, perhaps that pharaoh was the one who ordered it inscribed, and another lies buried within. Either way, I am content to search more of the pyramid before we try to breach this door. You rarely bury vast treasures with someone and then call them a traitor."
| GM Dien |
Javi's eyes reveal the scrape marks he already noticed. It is possible that brute force could shove the stone block in further?
The runes of the three pharaohs that are visible on the wax seal are those of the Pharaoh of Numbers, the Radiant Pharaoh, and the Cerulean Pharaoh. By process of elimination, the missing symbol would be that of the Fiend Pharaoh... which would also match up with the heavily defaced statue, again by process of elimination.
The corridor leading the other direction waits...
Lyrian: 1d20 + 13 ⇒ (2) + 13 = 15
Javi: 1d20 + 12 ⇒ (14) + 12 = 26
Heldar: 1d20 + 14 ⇒ (3) + 14 = 17
Rosalia: 1d20 + 13 ⇒ (9) + 13 = 22
Shaggar: 1d20 + 12 ⇒ (9) + 12 = 21
Hatyah: 1d20 + 5 ⇒ (13) + 5 = 18
| Shaggar |
Shaggar glances at his clawed feet, "There's a tremor coming through the stone. That's concerning." The gnoll heads back into the entrance corridor - just to ensure no blocks of stone are sealing their exit.
| GM Dien |
There are no blocks of stone sealing your exit. All your base are belong to us.
(How far back that entrance corridor are you going, Shaggar?)
| GM Dien |
Shaggar trots a short distance (we'll say 30 feet) up the sloping entrance/exit shaft, but is reassured when he can see that same square of daylight far, far away. It seems to be static, neither increasing nor decreasing in size.
| Heldar |
Jav shrugs as he looks. "Havne't seen any so far ... so I'm gonna say ... sledge hammers or magic?"
"Unfortunately my magic doesn't really offer me many options to bypass such obstacles" - Heldar smiles at his companion, then turns to both Shaggar and Lyrian as they offer their perspective - "I believe I agree. Best evaluate our options before we begin breaking down doors"
Shaggar glances at his clawed feet, "There's a tremor coming through the stone. That's concerning." The gnoll heads back into the entrance corridor - just to ensure no blocks of stone are sealing their exit.
Heldar follows their gnoll guide - "What do you think it can be?"
| Lyrian Arkwright |
"That," says Lyrian to Heldar's third option, and leads the way, looking carefully for trouble.
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
| GM Dien |
I've moved Shaggar and Heldar to where they would be on the map based on their described actions (well, roughly; Shaggar would technically be off the map), but since it matters where you're going as far as 'new and potentially trap-laden territory', please move your own tokens on the map (or tell me exactly where you are going) as far as leading-the-way applies.
Lyrian hears more rumbling now. In fact, everyone can hear it at this point: it seems to be coming from down the unexplored corridor.
| Lyrian Arkwright |
"That's what we came for," says Lyrian, nocking an arrow and advancing cautiously.
First, he uses the spell sift to examine the whole corridor. Then he advances cautiously, continuing to look for trouble.
Here are a few rolls. Use 'em as you see fit, GM! Some can be for sift (remember to add a -5 penalty) and some can be for looking around.
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
| GM Dien |
1d20 + 13 ⇒ (14) + 13 = 27
Lyrian stands amid the pillars, next to the statue of the man with the reptilian creature and takes a bit of time to carefully scrutinize the corridor going forward.
He is unsurprised to recognize that the next statue along (#2) is trapped in a similar fashion to the others. The simplest way to disable it, of course, would be to say the name of the Pharaoh of Numbers, but nobody has heard what that Pharaoh's name might be.
Disabling it seems rather difficult given that you would need to stand close enough to do so-- and, from Shaggar's educational sojourn near one of the pillars, merely standing close enough to reach the pillar seems to be a painful experience. Perhaps if you had those sets of thieves' tools they sell with extenders.
Lyrian is also able to tell, via his keen experience of such affairs, that the energy tied to the statue seems to be acid-based, as the energy tied to the pillar of the woman was sound-based.
Using his spell of seeing to look past that statue and onto the pillar of glittering obsidian... (#1)
The script on this statue does not seem to be Osriani hieroglyphics at all. No familiar bird shapes or scarabs to be found-- the writing is a script that combines both angular and squiggly elements...
ভয়াবহ অতিক্রম জিনিস করে কল্পনা ভয়ানক...
It seems to almost... writhe around the blank pillar. Lyrian would be tempted to dismiss this as a trick of the flickering torchlight, except-- you have no torches, and Heldar's magical light burns soft and steady. Still, it sort of swims before his magically-extended sight.
Lyrian linguistics: 1d20 + 10 ⇒ (12) + 10 = 22
Lyrian is fairly sure he has seen this language before-- it is script in the obscure and otherworldly Aklo tongue. He thinks if he concentrated he might be able to decipher it.
Do you wish to attempt to read the script, Lyrian? I would permit that Linguistics check to be used to decipher the script, or you can roll a different one, if you wish.
He does not actually see any encircled runes in the twisting script, however.
| Rosalia Lebeda |
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Strange vibrations in the floors and bizarre, writhing, alien script? Rosalia's becoming increasingly nervous about her time in this pyramid, and she begins to wonder anew if they made the right decision to pursue this mission from the Society. She tries to shake off the nervous gnawing in the pit of her stomach and focus on the task at hand, occasionally shooting a subtle glance over her shoulder to make sure the sunlight from the entrance is still visible behind her.
"Given a short time I could memorise some spells to potentially help us with both this trap and the stone," she informs the rest in a matter-of-fact voice. "An invisible servant to walk ahead of us and set off the trap, for example. Though I'm not convinced it would not immediately reset..."
"Or perhaps a spell to imbue Shaggar with even more brute strength than what he already has," Rosalia adds with a smirk.
"Alternatively, we just make a run for it and hope for the best. I don't fancy standing around here for too long with that rumbling coming closer..."
| Lyrian Arkwright |
"Let me try something first," says Lyrian with more confidence than he actually feels.
He begins to chant a few short phrases of his own mystical language.
Invoke archaeologist's luck. Cast aram zey's focus and pilfering hand. This should allow him to attempt a disable device check at range, with a +5 competence bonus and allow a reroll if he triggers the trap. If successful, he will do the same to the farther pillar while still concentrating.
Ranged Disable Device check: 1d20 + 19 + 5 + 3 ⇒ (4) + 19 + 5 + 3 = 31
Ranged Disable Device check: 1d20 + 19 + 5 + 3 ⇒ (2) + 19 + 5 + 3 = 29
Only after the success or failure of those two attempts will Lyrian try to read the Aklo inscription.
Linguistics: 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22
Boy, the dice are no help!
| GM Dien |
Aram Zey's Focus +5 bonus is only for mechanical traps, not magical; the pharaohnic pillars are pretty clearly magical traps. I would let you keep the casting of that if you wanted since you know ICly they are magical traps. Arguably, it would still grant you the reroll effect, although there's some room for vagueness on that since...
...Pilfering Hand, when used to disable a trap, ends as soon as the skill check is resolved. So you would have the reroll from Aram Zey's focus, but no longer have the telekinetic reach to attempt it (arguably). That said, I'm going to resolve that in your favor and say that Aram Zey's Focus's reroll effect trumps the specific duration of PH, and that you get the reroll off, etc, if you want it.
All of that said: a 26 and a 24, respectively, do not suppress or disable the effect on the closer pillar.
Notably: despite radiating magic, the obsidian pillar does not detect to you as a trap.
I'll address the Aklo reading tomorrow, just in case there's any retcon you wanted to slip in based on those results/clarifications.
However, while you are doing that...
As Lyrian works delicately with fine tools of invisible arcane energy, his face drawn in concentration... the rumbling picks up. Now everybody can hear it-- a ponderous sort of groaning, stone under stress, little vibrations in the stone under your feet. It seems to come sort of from down the hall that is as-yet-unexplored.
Everyone tenses, braced for anything from a ceiling collapse to a pit yawning below them....
....and the rumble recedes, growing quieter with every passing breath.
| Lyrian Arkwright |
I didn't realize about the mechanical v. magical thing. But I do agree that aram zey's focus should allow the reroll of pilfering hand's roll, since it technically the same attempt, not a re-try.
All that said, I think the point is moot! Incoming!
Lyrian drops back to his companions, bow in hand, ready face whatever comes.
"That is disturbing," he observes. "No good here. You were saying, Rosalia?"
| GM Dien |
The rumbling grows fainter until it is no longer detectable by ears or through vibrations. Those who had held their breath exhale again, and possibly trade tense glances if it is in their nature to do so.
However, nothing happens. It becomes the deathly quiet of a tomb again.
Returning to the inscription in Aklo, via his use of the cantrip to perceive at a distance, Lyrian is able to return to deciphering the obscure script.
Lyrian's will save!: 1d20 + 5 ⇒ (5) + 5 = 10
The letters swim before his eyes and seem to rearrange themselves in alien fashion even as he struggles to comprehend them and compare them to the snippets of Aklo he has seen before. There are moments where he feels that he might almost have the meaning, but as his mind stretches to encompass the concepts he loses it again.
After a few moments of concentration, Lyrian feels a pressure building behind his eyes that gets worse and worse until he realizes he has a splitting headache and that he's gasping for breath as if he'd run a mile. His mind feels thick and clouded, as if the nature of the world itself has become a little more confusing.
Lyrian, you take... 3d6 ⇒ (1, 2, 3) = 6 non-lethal damage as the mother of all migraines makes itself at home in your skull. Also, you take... 1d4 ⇒ 2 Wisdom damage. And you don't know what the Aklo said.
| GM Dien |
LOL.
So, path A has a stone door that nobody has tried to move yet. Path B has a pillar (#2) of a pharaoh that still radiates evocation magic, and a pillar (#1) of black obsidian that still radiates necromancy magic, and has bad-juju-chariot-eels writing on it. At the moment these are the only paths you are aware of. Ball is in your court, kids.
| Heldar |
"Ok then..." - Heldar seems to realize that Lyrian is somehow befuddled - "Do not take any further risks my friend - what do you feel?" - he asks, worried about his condition.
Once he feels reassured that Lyrian has not gone mad or something :D
"Well, we need to make a decision - I can use further spells to try and supress the magical traps ahead, or we can try to pry open the stone door. What do you think friends?"
I think we should all weigh in ;)
Pondering for a few moments, the Oracle adds - "Dispelling magical effects is quite a powerful spell (If I do say so myself :D), and even though all the magical trappings seem to indicate that something important is being guarded, I wouldn't be surprised if this was all a ruse, to deplete resources... That being said, I think we should try the stone door again, maybe pry it open - that would be my suggestion"
| Shaggar |
OK, so it sounds to me like there is an elaborate trap in that corridor that 'rolls up' the corridor every so often. Maybe it is a crusher, maybe it is a juggernaut. All things being equal, I still think I'd rather try beating the pillars and then observing the corridor to try to ID the rolling trap... possibly heading down the corridor after the trap resets.
Shaggar's eyes shift between the two obvious choices... as he decides on a third. "If I were trying to protect my secrets, both courses would be a trap." The gnoll stays at least 5' from the 'live' pillars and methodically begins searching for a hidden door.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Perception: 1d20 + 12 ⇒ (8) + 12 = 20
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Start searching at first green blob (near 2) and then continue on around the walls (and floor) clockwise. Leave no surface unsearched. I'll even look at the ceiling.
| GM Dien |
Staying five feet away from the 'live' pillars, Shaggar begins a super-methodical search-- rapping on the stone, tapping with his claws, even sniffing at hieroglyphics.
He devotes a solid minute to thoroughly checking the stone for secret doors, hidden compartments. He finds nothing.
| Shaggar |
Rats. I'm not seeing another obvious choice. I'm still going to vote for trying the corridor... but that is going to take the efforts of our casters to attempt to shut down the necromantic pillar effect. I'm less concerned about getting hit with the evocation effect from #2 pillar.
| Javi the Wasp |
Sorry for going AWOL. I ended up leaving town earlier than I expected. Javi has Trapfinding and a +20 to Disable Device, but that's moot because the trap seems to indicate that just being adjacent sets it off?
| GM Dien |
Correct, being adjacent to the pharaohnic pillars seems, by Shaggar's experience, to set them off. Of course, right now you only have one pharaohnic pillar to worry about, as the black obsidian pillar is not a likeness of a pharaoh and does not detect as a trap as far as Lyrian was concerned.
WB, Javi.
| Javi the Wasp |
Could Javi just Escape Artist past it to try to move by skinnied up to the wall? (in the hopes of not setting off the trap?)
Or is that one of those things I'd have to try to determine if its' even possible?
| GM Dien |
Okay, lol, I'm not sure if I'm being horribly unclear or what.
If you enter a square adjacent to the remaining pharaoh-pillar (#2), you will trigger the acid-based trap on it. All four squares you would need to pass through if you wanted to keep moving down that hall are adjacent to that pillar. Your options with that pillar are
1) disabling it at a distance, such as by the (pretty clever!) combo that Lyrian attempted, except that a 26 was not sufficient to disable it;
2) dispelling the effect on it (not yet attempted, for understandable reasons of not wanting to blow a bunch of 3rd level spells right now);
3) attempting to find another way around this pathway, such as the room with the big stone block in the doorway;
4) deciding to just soak the acid damage, possibly casting some sort of acid resistance if you have such available to you. Or, for that matter, Lyrian has 5 acid resistance anyway as an aasimar. You do know that once the first pillar trap triggered by Shaggar's passage, it has not yet reset. So presumably only one person would need to trigger it to allow everyone to pass.
As far as 'escape artist'ing past goes, escape artist doesn't magically let you not enter the squares in question, unfortunately, so I would think that a) it wouldn't work, and b) you would know ICly it would not work. You could, perhaps, try jumping over the squares, in the hopes that the trap is only keyed to walking and not aerial entrance. However, as a GM, I am not saying that will or won't work, I'm just pointing out it's probably the closest analogue to the 'escape artist' thing you are describing.
| Javi the Wasp |
I don't think it's that you're being unclear ... I think your players are simply being cautious and attempting to be creative to bypass the obvious pain we see our characters enduring in the near-future. :)
As the team debates the next action, Javi pulls off his goggles and looks at the stones at the base of the remaining pillars ... hoping to find any pressure-plates or other discrete but exploitable mechanisms. Failing that, he gives the same look at the architecture around the pillars.
Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Knowledge (Engineering): 1d20 + 10 ⇒ (7) + 10 = 17
Frankly, I'm game with having Javi just rush past the two traps and seeing what happens. :D
| Shaggar |
If one of our casters has a Summoning spell, I was going to suggest sending a sacrificial lamb through. Of course, Rook hasn't earned his keep yet... :) Joking! Joking!
You've been pretty clear, Dien. I'm not too worried about the acid spray, but the necro effect is bothersome.
| GM Dien |
I don't think it's that you're being unclear ... I think your players are simply being cautious and attempting to be creative to bypass the obvious pain we see our characters enduring in the near-future. :)
Haha, fair enough. Carry on being cautious, then, my minions.
| Heldar |
Well, summoning and sending the creature to eat the pain for us would definitely be a valid tactic (could use Paragon Surge to fetch a summon spell), but Heldar won't do it. He's just too much of a 'goody two shoes' to pull off something like that - summoning a creature simply to inflict pain upon it, instead of himself (since we are here by choice). I blame it on reading too many Salvatore books, and wanting to have a Guenhwyvar when I grow up :D
Also, I could use the 'Paragon Surgin' to dig around for a spell that would allow us safe passage through there - I think I am more concerned about the Necromantic trap also (and hoping it is discharged after its effects take place), but I am not sure I could come up with something to protect us all, so I guess I'll just pop another level 3 Dispel Magic on that one.
Regarding the acid trap, I guess I can drop down Resistance on the most resilient of us, he/she strips the gear that would risk damage, and takes it to the face (Lyrian is an Archaeologist and an Aasimar, so maybe he may be our best option for this..?) :D
OR Heldar strips down to bare minimums, casts Resistance on himself, uses Energy Body (gaining the elemental subtype), and eats the acid - no particular resistances that I see helping against acid but it is an option.
So, what say you all? Lets go!