Cirri's Familiar |
"Ah yes, hello madam. We've been tasked with investigating the tombs here- imagine our surprise when we saw elementals fighting the undead! I'm sure my allies here can fill in on this more."
Diplomacy(Aid): 1d20 + 7 ⇒ (13) + 7 = 20
Watts Helm |
"Riddywhipple description is concise and apt. We are members of the Pathfinder Society. It is an organization that specializes, in part, in delving the dangerous areas of the world. We were called her to help catalog and safeguard this area on behalf of a leader of the Jeweled Sages who is attempting to reclaim these vaults for their organization."
Watts studies the sphinx trying to gauge not only reaction but try recall anything of the kind or family from her ornamentation or speech.
"We are attempting to gain access to, among other things, the library here to guarentee the safety of the tombs and relics within here, but to be honest I didn't expect anything that would be open to conversation would still exist within here. On behalf of my companion I must ask of the mummies within the hall. Who are they, for what purpose were they created, and what brings you to conflict with them now?"
Included herosism and +1 with Sphinx.
Diplomacy: 1d20 + 10 + 2 + 1 + 1d8 ⇒ (20) + 10 + 2 + 1 + (4) = 37
Sihir Aneh |
Knowledge (Arcana): 1d20 + 18 ⇒ (19) + 18 = 37
"This entire place has been enchanted with guards and wards," Notes Sihir distractedly as he brings up the rear. He looks at the mummified Sphinx with wide eyes. "Are they your work...or someone else's?"
The Man Behind the Curtain |
As you step beyond the threshold of the chamber, the fog thins and then dissipates. It seems as though the guards and wards in this place do not extend into this room.
This air in this chapel carries the scent of incense and old parchment. A simple altar occupies the east wall. An ibis statue sits behind it, silently gazing over any visitors. Pale light shines on the altar from a painting of the moon on the ceiling, illuminating stray motes of dust.
Towards the rear of the chamber sits the Sphinx, accompanied by a trio of hazy twisting forms.
"We would be happy to share ours and would certainly wish to hear your own as well."
“Answers to such a simple riddle lie in the deathless thoughts of one such as I. Saruna now speaks, despite having long since died.”
"Ah yes, hello madam. We've been tasked with investigating the tombs here- imagine our surprise when we saw elementals fighting the undead! I'm sure my allies here can fill in on this more."
“A tale of blood and gems these walls would tell. The sage asked for commitment of heart and soul; he left cold stone and a ragged hole.”
"Riddywhipple description is concise and apt. We are members of the Pathfinder Society. It is an organization that specializes, in part, in delving the dangerous areas of the world. We were called her to help catalog and safeguard this area on behalf of a leader of the Jeweled Sages who is attempting to reclaim these vaults for their organization."
Saruna's face sours at the mention of the Jeweled Sages.
"The knowledge contained within these walls shall not be lost to time, but to entrust those to those who represent he who laid this curse upon me?"
"This entire place has been enchanted with guards and wards," Notes Sihir distractedly as he brings up the rear. He looks at the mummified Sphinx with wide eyes. "Are they your work...or someone else's?"
“Here above we’re left alone, left to fight over forgotten tomes. Fled or dead? One way to know: seek out the library and the beacon below.”
Ramesses |
Know Religion: 1d20 + 12 ⇒ (19) + 12 = 31
Know Planes: 1d20 + 14 ⇒ (5) + 14 = 19
Ramesses thinks to the group:”That statue over there is Thoth, Osirian God of Magic, Writing, and the Moon. As for those things wishing around the Sphinx, those are Mihstus, from the plane of Air. That’s about all I know, not as studied on Osirian culture.”
Hmm...I wonder, in exchange of having your blessing to search this tomb to our hearts content, is there anything we can help you with? I find it’s much better for everyone involved if done this way... Ramesses waits the Sphinx’s response, looking for any glimpse of deception on its face.
Sense Motive: 1d20 + 22 ⇒ (18) + 22 = 40
Cirri Merryweather |
"A curse of undeath..." Cirri shudders. "We're sorry to hear that happened."
**Make sure she doesn't try to suck out our soul**
"This is why the Sages can't contact here. Cursing people to keep the knowledge for all of time?"
She paces around the chamber for a bit. "I guess we need to keep going downstairs. Oh! Any threats we should look for?"
Sihir Aneh |
Sihir looks at both the Mihstus and the shrine to Thoth with keen interest.
Knowledge (Planes) to know about Mihstus: 1d20 + 18 ⇒ (18) + 18 = 36
Knowledge (Religion) about Osirian pantheon to know what would make a suitable offering to Thoth: 1d20 + 15 ⇒ (10) + 15 = 25
Watts Helm |
Knowledge (history): 1d20 + 16 + 2 + 1d8 ⇒ (20) + 16 + 2 + (1) = 39
Knowledge (planes): 1d20 + 15 + 2 + 1d8 ⇒ (14) + 15 + 2 + (2) = 33
*** I will alert you immediately if I detect any sign of soul affecting magic. ***
Hearing of the curse Watts is dismayed. "I can give you no sufficient apology for the anguish inflicted upon you. I will offer that time has moved forward for the Sages above, they have met destruction and been reborn again. In their current incarnation I believe they would be willing to make amends what what they did in the past. At the very least, I'm wish to do what I can to do so."
"We must still continue down deeper, what are the dangers that lie within and what can you say of the undead the elementals were fighting?
Yanndu |
Sense Motive vs. DC 25: 1d20 + 16 ⇒ (4) + 16 = 20
Knowledge Arcana vs. DC 26: 1d20 + 17 ⇒ (10) + 17 = 27
Yanndu makes a mental notes of the dungeon features affected by this spell so far...
Knowledge History/Religion vs. DC 20: 1d20 + 16 ⇒ (1) + 16 = 17
Knowledge Planes vs. DC 18: 1d20 + 17 ⇒ (18) + 17 = 35
Special Attacks, Special Abilities, Resistances, Immunities.
Yanndu continues to listen to everyone's thoughts...
Will of the Dead, Will DC 22
The Man Behind the Curtain |
You can go ahead and attempt a diplomacy check to improve her attitude, but at a -4 penalty.
"Those I fight are those I have become, those with the sage in their hearts. Slay them, retake that which was taken from me, and perhaps we can speak further."
The Mihstu whose mind Yanndu was able to overcome does not appear to have any change of thought. It seems as though it too was likely summoned.
Yanndu |
Yanndu focuses on her thoughts to confirm who she meant for us to slay.
Cirri Merryweather |
"So she wants us to fight someone and reclaim what was taken?" Cirri pauses. "Solving these kinds of riddles are interesting, but we do have a mission to complete!"
Yanndu |
Sorry, I missed that she made her save. I'm a bit confused with these riddles, and whether or not she's mad at the undead or those who summoned elementals. Could you please provide some hints or reminders of things we may have missed? thank you!
Watts Helm |
"I find that riddles are a reasonable way to convey information while they lack a clear answer without analysis, and sometimes with, it is the often the case with many you need to understand what they do not say and how that should lead your conversation. You are correct that we should not linger here."
"While we are no strangers in scenes macabre, we are no mere goons who hunt with murderous intent with a single word. We need what both can be contained in tome or speech. It is what we all have, but will lack if we do not share."
Using Orator to use Linguistics to change attitude if possible with -4.
Linguistics: 1d20 + 26 + 2 - 4 + 1d8 ⇒ (8) + 26 + 2 - 4 + (5) = 37
The Man Behind the Curtain |
She summoned the elementals, but she's being deliberately difficult to understand.
Saruna smiles at Watts' request.
"That which we exchange in the plural you now seek in the singular."
She relaxes a bit and continues. "That which I seek and that which you seek are ends to the same means. Three things I seek, one now, one soon, and one when the first two are complete. The second is what you ask, the first is what you will need, and the third will be mine when all is complete."
A more serious expression crosses her face and she begins to speak, no longer in riddles but in declarations.
"You seek the library below, which is sealed and naught but the power of the sage jewel that sealed it may unseal it. Seek out the acolyte of Amethyst sage. His form has been brought into being by such power, and this power may again reclaimed."
Cirri Merryweather |
"Oh, now I get it. I guess we need to talk to the acolyte- who won't try to suck out our soul- and then we can unseal the library. And you can get your freedom."
Riddywhipple lands on her shoulder. "Okay then, let's do it."
Watts Helm |
"I'm uncertain still of the action we take, but that seems to be the next logical location to traverse."
*** From my understanding of this situation, Saruna, the mummified gynosphinx before us, wishes to protect the knowledge stored here, but was cursed and/or betrayed by, at minimum, one Jeweled Sage. Saruna was fighting another party on this level who is loyal to the sage(s). To achieve our mission, to enter the library, Saruna states we need the power of the Amethyst sage.***
Watts is prepared to explore elsewhere, but will ask more questions in any case.
"If I may be blunt, what did the sage do to you? For what reason did he curse you?"
The Man Behind the Curtain |
As a response to Watts' query, Saruna simply repeats one of her previous riddles.
“A tale of blood and gems these walls would tell. The sage asked for commitment of heart and soul; he left cold stone and a ragged hole."
She then motions to her minions to follow you. "Accompany these seekers of knowledge. Clear their paths such that their eyes may be opened to the world around them."
The Mihstus pass by the party and exit the room. The whirling of their form causes the fog to dissipate in their vicinity, revealing the hallway in full. The ground is littered with torn wrappings from the mummies, and dozens of amethyst fragments. Alcoves along the walls hold racks filled with scroll cases.
"Seekers, this temple contains tools to aid your quest."
She motions to 3 vials set at the side of the altar. Each contain 1000 gp worth of diamond dust.
Cirri Merryweather |
"Oh, um, thank you." Cirri would normally love to throw down with a sphinx over riddles (Even if the player is constantly stumped by them) but she has a mission to complete. Plus, more distance from the undead creature is appreciated.
**I think the sage asked for her to guard the tomb forever, but the curse of undeath is much more than she expected. So many people seek immortality, but fail to understand its actual cost.**
Ramesses |
Very well, I agree to help you, sounds to me you got the bad end of a deal. Ramesses waits to hear how the others feel before moving on with the Misthus down to the library. Again Ramesses will have Detect magic going and light on his sword, while keeping an eye out for traps or anything that catches his eye.
Sihir Aneh |
Sihir happily takes one of the vials of diamond dust, taking a quick but gracious bow before the sphinx as he does so.
He then approaches the altar of Thoth, takes out a sheet of rice paper, a pen, and a vial of ink, and scrawls a mystic design on it, detailing the phases of the moon and some more far-fetched hypotheses about their potential magical influence, in his best speed-calligraphy, and lays it on the altar.
Craft (Calligraphy): 1d20 + 7 ⇒ (20) + 7 = 27
Watts Helm |
"I'm willing to offer aid to those to accept it."
*** While I have no particular appreciation for the undead, I have met a number of souls that I've seen move on into the afterlife. If I can do that without a drawn out battle, I would prefer that. ***
Deyno |
Not really understanding all the riddles, Deyno just nods.
"So, I guess I am in as well."
Yanndu |
Yanndu nods.
Ramesses |
DM i'm gonna go ahead and roll some perception checks for when we start heading down to the library.
Perception: 1d20 + 24 ⇒ (17) + 24 = 41
Perception: 1d20 + 24 ⇒ (17) + 24 = 41
Perception: 1d20 + 24 ⇒ (3) + 24 = 27
The Man Behind the Curtain |
Sihir feels as though a blessing has been bestowed on him for his offering.
Ramesses inspects the hallway carefully and finds a few things of note. First off, the amethyst chips littering the ground of the hallway seems to have come from the mummies themselves. Upon further inspection it seems as though they have had their hearts replaced with these amethyst chunks.
Additionally, several scroll tubes about the hallways have been burned away by the fire elementals, but many have survived. One in particular however has been sealed into a concealed alcove along the west wall. Within is the deathbed account of a wizard who witnessed the Pharaoh of Forgotten Plagues binding the daemonic harbinger Zelishkar of the Bitter Flame.
The rest of the doors leading out of his hallway are concealed by the Guards and Wards, but Ramesses has little difficulty locating them all. Map updated to show the full warded hallway.
Saruna watches with amusement from a distance as the party makes their way through.
Go ahead and mark on the map which way you'd like to explore next.
The Man Behind the Curtain |
If you wish to agree on a Standard Operating Procedure for the hazard that is a door, that would certainly be helpful. Something like Players X and Y check for traps, Player Z disarms/unlocks if needed, Players assume standard marching order W, Front player opens door. If you are OK with something like that, I can make the necessary rolls for you to avoid burning a day per door.
Ramesses |
Yea that’s kind of what I was hinting at with my posts but didn’t know how you like to handle such or the party. I’ve played some games where the party wants to act out everything and others that are fine with keeping a steady progress. Ramesses can lead and spot traps and detect magical things, and I believe Watts has the ability to disarm them. So Maybe something like Ramesses(x), Watts(x,y), Yanndu(x), Deyno(z), Cirri, Sihir?
X=Checks for traps
Y=Disarms
Z=Opens door and goes in first
Totally open for critique this is just something I put together real fast without checking everyone’s abilities thoroughly.
Watts Helm |
Correct that Watts an disable traps, I'm good with that plan.
Either because of caution or admiration, Watts is slow to examine the edges of every stone within the ruin, looking for hidden traps or engravings to illuminate the dark corners of history.
The Man Behind the Curtain |
A marble statue stands at each end of this corridor. Purple faerie fire illuminates the east statue, which depicts a Garundi man who is healthy and vital on one side and cracked and burned on the other. The other statue depicts a Garundi man wrapped in linen like a mummy and wielding a staff.
Sihir Aneh |
Knowledge (Religion) about Osirian gods: 1d20 + 16 ⇒ (7) + 16 = 23
Sihir readily identifies not only the first statue as Nethys, but also the second as Ptah, the old Osirian god of creation and invention.
Watts Helm |
Knowledge (religion): 1d20 + 15 + 2 + 3 + 1d8 ⇒ (6) + 15 + 2 + 3 + (7) = 33
"I must concur, I do wonder if there is a particular meaning to their placement in this side alcove. Be careful if one or both begin to animate."
Watts takes a closer examination of the statues of the room, looking for marks the creator might have left alongside hidden levers or chambers.
Perception: 1d20 + 18 + 2 + 1d8 ⇒ (16) + 18 + 2 + (8) = 44
Watts Helm |
"I'm curious Sihir to your judgement to what to leave as an offering to Thoth. I feel like I have a keen awareness of what their interests are, but my attempts to offer unique offers have not seemed to produce positive results. If I might ask, what did you leave and why did you choose that?"
Sihir Aneh |
"Thoth is, of course, god of magic, wisdom, writing, and the moon. I tried to make an offering that incorporated a little bit of all of that - not just superficially, but in essence."
Cirri Merryweather |
Cirri doesn't have much to add, but she is scribbling everything they say down into her book.
"If nothing fancy is happening here, maybe we should try another room?"
Deyno |
"I agree with Cirri. Let us move on" Deyno says with his arms cross.
Yanndu |
Yanndu casts detect magic and detect poison on the statues, followed by detect psychic significance, before moving on with the rest of the group. As he walks with the group he also casts message on the entire party. duration 110min; range 210 feet.
He also expends a charge from his staff to cast shield. duration 11min.
The Man Behind the Curtain |
Which door do you want to inspect/enter next?
Yanndu, the statues have no poison contained within or on them, nor do they appear to be charged with any psychic imprint. Both statues, and nearly everything in this structure, has the imprint of significant histories that could bear information.
A psychometry unlock check can glean additional information about any of these items, but as that is a once/day ability I'll leave it to you what you wish to read. Since as you are certainly well aware, these scenarios do not have specific results of these checks, I'll allow you to use the unlock as an alternative method for identifying something you've failed to identify, or as a way to get a little more info about how something was or could still be used. Of course in some sort of obtuse and cryptic form.
Watts Helm |
Watts will take some notes on the statues before moving on to carefully inspect the nearest door.
The next door I would go for is the one to the southwest.
Ramesses |
South west it is.
Perception: 1d20 + 24 ⇒ (12) + 24 = 36
As a quick side question, Those mistuhs were ordered to follow along with us right?
The Man Behind the Curtain |
You open the door to a spacious chamber. A large divan sits in the southeast corner, and a bookshelf dominates the north wall while tapestries and maps cover the others. Etched riddles and rambling notes cover the floor.
Ramesses notes rather quickly that one of the runes on the eastern map shimmers ever so slightly... it is likely some sort of a runic trap.
The Mihstus are not really following you, they just moved in and cleared the mist for you and are periodically wandering about to clear more of it as it returns slowly.
Watts Helm |
Linguistics + Both Language Bonuses: 1d20 + 26 + 2 + 10 + 1d8 ⇒ (7) + 26 + 2 + 10 + (8) = 53
Watts moves cautiously, but has a glimmer in his eye looking at the vast number of writings etched into the stone.
"There is so much here, but so much of it is repeated or hidden behind riddles. What I'm gathering here though are a series of notes on the possibility of creating an imperfect sage jewel. It would require the 'Soul Focus of Badru.' Bardu is referenced here as being the leader of the same mummies we fought before. I'm not certain the nature of either Badru or the soul focus from the writings here."
He continues a careful examination of the writings, noting various potential translations for each before settling on likely intended meanings.
Yanndu |
Linguistics, Ancient Osiriani: 1d20 + 20 + 5 ⇒ (18) + 20 + 5 = 43
Yanndu nods at Watts interpretation, then focuses on the rune to identify it.
Knowledge Arcana - spell effect already in place DC 20 + spell level: 1d20 + 17 ⇒ (18) + 17 = 35
Cirri Merryweather |
"Ooo, riddles!"
Linguistics: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Riddywhipple's Linguistics: 1d20 + 9 ⇒ (2) + 9 = 11
Cirri scratches her head. "Wow. Is that what it says? I can't figure out a thing!"
Cirri casts Detect Magic and looks at the rune. From afar.
Spellcraft to ID the rune: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
The Man Behind the Curtain |
The rune is a Symbol of Persuasion.
Yanndu |
Slowly backing away slowly from the door, Yanndu instructs everyone to back away slowly and stay behind him north of the location where Yanndu is shown on the map
When everyone is at such a safe distance, he says via message spell to everyone "This rune has been activated, so whoever put it there has charmed someone in these halls. Be mindful that our apparent friends or enemies in this place could have a different intent than shown... meaning that we shouldn't kill everyone that attacks us, or believe whoever tries to befriend us..."
After that, Yanndu attempts to dispel the rune.
Cast dispel magic; targeting the rune specifically Caster Level Check vs. Symbol of Persuasion spell DC: 1d20 + 11 ⇒ (14) + 11 = 25
Cirri Merryweather |
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Cirri is always delighted to see Dispel Magic cast. "Symbol of Persuasion... good point, people may be charmed into following whomever drew the rune."
**Hey, did Saruna seem suspicious? I hope she is trustworthy. Then again it's hard to mess with the thoughts of the... the undead.**