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Great work Yanndu, I'm suspicious of everyone by nature, but seeing the great power at display back there, we should probably remain cautious of whoever we come in contact with.
Knowledge Geography: 1d20 + 8 ⇒ (4) + 8 = 12 Ramesses will leave it to the more knowledgeable of the group to figure out.

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"Excellent work Yanndu."
*** I am uncertain. Her behavior was abnormal, but that is entirely because my experience with undead has typically been to have threats of my death be rapid and the dominating topic of conversation. I do doubt she she affected by the charm, but we should be careful. I have been under compulsions before and it is difficult, if not impossible, for me to determine if I'm under one myself. ***
Watts moves to study the area as well to add his input.
Knowledge (geography): 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
"I do wish to claim I'm under a mental effect of some nature though to explain my ongoing issues with cartography. I know the area from my research on Ancient Osirion, but can't find any landmarks that I can't recall from my texts."

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Dispelling the rune allows the party to take a closer look at the maps on the wall. Ramesses and Watts look it over, but with the lack of clearly defined landmarks they have a difficult time learning much from them.
The rest of you can also attempt a knowledge (geography) check to learn more. Otherwise, where to next?

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Sihir notices that the maps indicate several dozen unlabeled locations, including numerous points throughout the deserts of northern Garund, half a dozen scattered throughout the Barrier Wall mountain range, two in northern Geb, another four in Katapesh, one each in Nex and the Mana Wastes, and one coastal site now submerged just north of Osirion. These sites don't hold any special significance to you at the moment, but they most certainly would be worth reporting to the Jeweled Sages.
Inspecting the double doors reveals no traps. The doors are locked per the guards and wards that enchant these passages, but it is a trivial task to bypass them for adventurers such as yourselves.
Pools of pure elemental water, earth, and fire occupy this chamber. The elemental presence has warped the stone in the room, giving the surface immediately surrounding the water pool a spongy texture, growing strange crystals near the earth pool, and sending veins of pulsing magma rippling through the flagstones near the fire pool. Several metal scoops and flasks stored at narrow workstations between the pools allow a creature to extract and mix elements. A brief inspection of the pools reveals that each of them act as a permanent diagram of magic circle, and are intended for the use of summoning and binding elementals. The runes surrounding the circles show how to conjure fire, water, and earth elementals by using the material from their respective pools as a focus, and material from the other pools as a binding agent. They appear to have been used already today, but enough material remains to use the pools once more before they will need time to refill.

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Sihir looks about the chamber with keen appreciation.
"Why no air circle...?"
Knowledge (Planes), blessing of Thoth: 1d20 + 19 ⇒ (17) + 19 = 36
"...Ah! Because one is unnecessary! Interesting - the crude elegance of Ancient Osirian alchemy. From Earth, Fire, and Water, can be distilled most anything else, if combined properly. To begin with, combine Fire and Water, then filter through Earth, and purest elemental Air is released. Take the same formula, and add another part Water, and by these means, one might get ice."
Automatic success on Knowledge (Arcana).
"The Fire itself, is of course purer and more powerful than any common alchemist's fire. With the right sort of vessels to collect it, we could...."

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planes: 1d20 + 6 ⇒ (18) + 6 = 24
arcana: 1d20 + 8 ⇒ (7) + 8 = 15
Deyno tries to follow along with the elemental talk, but fails.
"Do you think an empty flask could hold the elemental fire. If that the case, I have some empties in my bag somewhere.."

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Knowledge (Planes): 1d20 + 2 + 16 ⇒ (19) + 2 + 16 = 37
"Wow, you can conjure all sorts of elementals from here. That's where those fire elemental guards came from, I guess." Cirri nods along with Sihir. "Is anyone good at summoning?"
Knowledge (Arcana): 1d20 + 2 + 10 ⇒ (7) + 2 + 10 = 19
"Let's see if I have a flask or two. Harvesting raw flame... wow!"
Cirri will try to harvest a flask of the raw fire.

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Kn.Geography, heightened awareness: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
Upon seeing the pools, you hear Yanndu thinking the following, ***...impressive...***
Kn.Planes, heightened awareness: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37
Kn.Arcana, heightened awareness: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Yanndu applies a dose of vermin repellent (4 hours) to himself, then drinks a vial of antiplague (1 hour), a vial of soothe syrup (1 hour) and a potion of delay poison (3 hours). He hands over the four empty vials (with their stopper) to whoever is doing the harvesting.
***...I won't be throwing things around in battle, but those of you with good aim could use four additional bombs...the fire mixture is...quite potent...handle with care...***

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Knowledge Planes: 1d20 + 10 ⇒ (8) + 10 = 18
Craft Alchemy: 1d20 + 10 ⇒ (4) + 10 = 14
This is a great discovery Sihir, we could make great use of this. I wonder..we’ve seen multiple Mummies, should we summon a fire elemental of our own?

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Knowledge (planes): 1d20 + 15 + 2 + 1d8 ⇒ (7) + 15 + 2 + (6) = 30
Knowledge (arcana): 1d20 + 17 + 2 + 1d8 ⇒ (15) + 17 + 2 + (3) = 37
"The analysis seems correct. It would make sense to call elementals to our aid here, but I'm not certain how long they would remain manifested. If they only exist for a few minutes, we must have a clear goal for them in mind."

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"I disagree. These elemental pools act as inward facing circles, which suggests they are intended for a planar binding ritual, which is extremely ill-advised as it would take time, require the use of dimensional anchor magic and would result in the elementals in question seeking revenge against us thereafter."

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"Oh, planar binding. No good unless we absolutely need it." Cirri shakes her dead.

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"I have met some number of bound elementals in the tombs. If any had ill will, it seemed to be from their bindings lasting centuries. Still, I will admit I have little experience in such calling. It may be the case that I only have seen the results of successful callings without the many failures that required to find one amicable to the terms."

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"They are certainly an option of last resort, but not one I am willing to entertain unless we reach a dead end. Granted, elementals may have limited translocation powers compared to fiends, but to bind any outsider without a dimensional anchor is foolhardy and/or environmentally unsustainable."

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"I am an Illusionist, not a Conjurer. Never cared for Conjuration, actually. Why borrow from other realities, and often at such a heavy price, when one can create reality?"
"That said, the Ancient Osirian methods we see here are so very strange! Worthy of some study on those grounds alone! I think I could conjure something if we had good reason...although it would take all the Fire presently in that circle, so no poor man's fireball. An elemental would be far more useful."

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With that, you can decide amongst yourselves if you want a poor man's fireball or to summon an elemental. In the meanwhile...
4d20 ⇒ (10, 7, 20, 13) = 50
All of the doorways presently showing on the map do not have any traps that you detect, and are only locked via the Arcane Lock spell, which to you basically means unlocked, with a 'do not enter... we really mean it' sign.

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"I'm not sure if I understand the idiom. It is rather costly both in training and resources to be able to call on any sort of fireball."
"Both summoning and elemental explosives would serve some need. I wish I could say which would be most useful. I know I favor the explosives, but I believe this is an area where I must admit my bias. For magic of a more immediate nature, I prefer to hold it in reserve until I'm confident of the need. The summoning is far more powerful if we can find a clear and immediate use for it."
I am comfortable suggesting the hallway door nearest the double doors into the elemental room we just examined.

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Can anyone cast Summon Monster V? Let's just leave it alone for now. Then we can check out Watts's hallway.
Cirri nods. "Okay, onward. We can always come back here if we need a bunch of fire."

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This neatly kept office seems as though it once doubled as living quarters. A basin in the northwest corner continuously refills with watter, and an ancient cot stands nearby. Magical illumination provides bright light, and a tidy desk and workbench holds ancient quills and dried-up ink. The desk's drawers are locked.

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Perception: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
"Wow, an old office? Someone liked to sleep where they work. Not me, I'd rather stick by a beach house."
Cirri scans the room for magical auras.
Riddywhiple's Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Riddlywhipple speaks up. "Look Cirri. Under the cot. Some kind of loose stone. Does anyone else see that?"

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Watts attention is drawn by the desk before the dragon draws his attention to the flooring.
Perception: 1d20 + 16 + 2 + 1d8 ⇒ (6) + 16 + 2 + (6) = 30
"Yes. I see it as well. Excellent job Riddlywhipple. A secret space for storage perhaps? It is curious why the resident here would need such a covert space to hide any materials so deep into the sage's sanctum."
After giving a brief amount of attention to the loose stone Watts removes the stone to inspect the contents beneath before turning his attention to the desk. Both are inspected carefully for hidden traps before he begins work to unlock the drawer.
Perception vs Traps: 1d20 + 16 + 2 + 4 + 1d8 ⇒ (17) + 16 + 2 + 4 + (4) = 43
Disable Device: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29

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With those knowledge checks, you know that these pools in combination can be used to cast Summon Monster V or Planar Binding (CL 11) up to 3 times a day. It appears to have been used twice today already. Extracting material to make a splash weapon uses 1 use.
I suggest we don't waste it on Summon Monster V which lasts 11 rounds, and instead save this for later once our scouts identify something really hard to beat.. then we can come back, bind the proper elemental to our team, and then attempt to defeat whatever tough critter we came upon... however, the spell isn't on my list... @GM: do the pools act like magic items that can be used by all, even if Planar Binding isn't on our spell list?

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The pools can be used by all.
No auras radiate within this room aside from the Guards and Wards that permeates the hallway.
Inspecting the flagstone reveals no traps, and it is fairly easy to slide out of place revealing a concealed toolkit.
The desk appears to be free of traps as well, and Watts goes about unlocking the desk. The lock is of average quality, and Watts is able to spring it without damaging the desk. Within is a small set of documents that inventory many of the statues contained within this building. An invaluable reference for preserving the history contained within.

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Knowledge (arcana): 1d20 + 17 + 2 + 1d8 ⇒ (15) + 17 + 2 + (8) = 42
"A mummification toolkit. In far better repair than most I have come across. There is a journal among items as well."

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"Oh, mummific...hmm. Yeah, you can hold onto that." Cirri isn't touching that stuff.
"Where to, next?"

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I agree we can always come back if need be. Excellent work guys, this is getting wierder by the minute, Watts that journal, does it say to whom it belongs? Ramesses will detect evil while waiting for the party to press on.

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"It shouldn't be difficult to settle away the tool kit. A number of the materials are similar to my alchemical supplies."
"I'll begin the translation with the utmost haste," Watts says as he doesn't hold back his excitement in reviewing a long lost tome.
Next room we might explore is the one attached to the elemental room on the south-west corner of the area.

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Ramesses detects no evil.
The journal, written in Ancient Osiriani, records 20 years of the Amethyst Sage's work in archiving and recording lost treasures while wrestling to maintain his own identity when exposed to the sage jewel's memories. Several letters sandwiched between later pages describe, in brutal detail, multiple Qadiran raids in which the invaders killed or captured sages or sympathizers. The final year of entries is encoded. While it would likely not be an incredibly difficult task given your expertise, the sheer volume of encoded entries would make it a very time-consuming task, taking at least a couple hours.
With 2 hours of work and a Linguistics check you can decipher the last section of the journal. You can either do that now, or save it for later, I'll leave that for you to discuss as I move into the next room.
~~~
Opening the door into the attached room reveals an unsettling sight. The spell of burnt flesh still permeates the chamber. Now-indecipherable runes drawn in blood long since reduced to powder line the floor. The walls are slightly cracked and in several places even seem to bow outward as though pushed apart by a powerful force.

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aracana: 1d20 + 8 ⇒ (9) + 8 = 17
Deyno looks around the room and tries to determine what force could push out a solid stone wall backed by who knows what.
He steps over the runes, trying not to further obscure them for the other more intellectual agent.

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"It looks to be authored the the Amethyst Sage themselves. Large portions within detail the decline of the order. The final entries are encoded. I'm certain I could decipher them, but it would take some significant time. My own wards will fail by then. I do not have concern for that though as I have other spells to take their place. I'm quite happy to be able to take some time to review these documents, especially with aid."
Watts looks at the burned room with a mix of dismay and curiosity. As he studies the cracks and in the walls he is repulsed again by some minor repugnant discovery.
Knowledge (arcana): 1d20 + 17 + 2 + 1d8 ⇒ (20) + 17 + 2 + (2) = 41
"Despite what you might believe, this is from nothing recent. A powerful magical ritual was performed here. I can't say whether this was the intent or the ritual failed in some way. I'll take it as a saving grace that the spirit of the victim does not appear to still haunt this place."

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"Really powerful stuff." Cirri breathes carefully.

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While I'm as interested as you Watts to learn what's encoded, I believe it would be best to hold off until a later time. Hmm...it's been sometime you say?
Know Arcana: 1d20 + 10 ⇒ (17) + 10 = 27
I'd have to agree, I guess being in a sealed off tomb, the remnants of powerful magic just lingers...I wonder if we may later discover what or better yet whom caused this.
Ramesses eyes the walls carefully to see if they may collapse.
Perception: 1d20 + 24 ⇒ (2) + 24 = 26

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The investigator sighs as he imagines the script flow through his mind. "It seems proper to wait for a proper time to uncover those secrets."
"As to this room, it is difficult for me to gauge when this occurred. This seems familiar to the entryway where the flora persevered despite lack of resources to do so. The remnants here could very well originated millennia ago."

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Continuing on in the indicated direction.
This hallway twists and turns in the fog. Intricate hieroglyphs line the corridors. They seem to detail the contents of the library, however after a few turns they repeat themselves, and Watts pushes through to the other end of the hallway where you find yourselves in a room identical to the entryway.

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Knowledge (arcana): 1d20 + 17 + 2 + 1d8 ⇒ (12) + 17 + 2 + (3) = 34
Perception: 1d20 + 16 + 2 + 1d8 ⇒ (12) + 16 + 2 + (2) = 32
Watts is severely confused as he processes the situation. He moves to the other doorways to confirm location and mentally tries to map out the area.
"I feel my lack of training in the area of map creation is hampering myself. It is difficult to say if the catalogs are safe, the magical wards that secure this entire area make it difficult. Despite my intent to not double back, this is the same entryway we started in."
"There may be ways to bypass the ward, but it may just take time to fully explore them. There is certainly useful information to be gleaned from inside there though. It will just be chance that we will successfully navigate it."

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Now that I've gotten my giggles out from that, I shall proceed to challenge you to succeed at a very difficult skill check.

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Linguistics: 1d20 + 26 + 2 + 1d8 ⇒ (15) + 26 + 2 + (8) = 51
Through careful analysis of the walls, Watts does make more progress though the hallway, but as he notices runes vanish he calls to the party.
"I fully admit I am unable to fully trust my senses here, but if I were to believe these walls reflect an inventory kept current by magic, then there there is currently someone removing items from the library this very moment!"
Is there a way to see which items are leaving. Also how long has it been since we entered these section of the ruins for the purposes of buffs. Mine would begin to wear off an hour and a half in.

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"Huh."
K Arcana: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Perception: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Riddywhipple's Perception: 1d20 + 11 ⇒ (12) + 11 = 23
"Hey, weren't we in this room before?"
Cirri and Riddywhipple look at each other and nod.
Linguistics: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
"Man, this is confusing. And the magic is leaving the room? Who is stealing this stuff, this tomb has been locked up for centuries."

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Whoever it is, we must stop it and preserve what is left. Hopefully we can recover what is left.

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Knowledge Arcana: 1d20 + 8 ⇒ (1) + 8 = 9
Perception: 1d20 + 24 ⇒ (6) + 24 = 30
Ah! I’m having trouble studying these runes but just by appearance of where things were I’d have to agree that we are at a near identical spot as before. Simone is playing tricks on us you say? Why go through so much hassle if this place has been untouched for so long? We need to dispel this wars and find out who is behind this and for what purpose... Ramesses will be using Perception to kind of take a snapshot of the room and see if he can tell what’s being taken.
Perception: 1d20 + 24 ⇒ (13) + 24 = 37

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"Could it be we accidentally set off an ancient ward alerting some entity when we came here? Or possibly might it be one of the scholars brought here to study the ruins? In any case we should not hesitate."
For next direction, do we know anything about the room connected to the catalog hallways? That would be my next choice of target, if not that, then down the stairs.

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It is difficult to discern a pattern in what is disappearing from the catalog, and you aren't sure when it started. Ramesses does his best to remember a few names that have vanished for later reference.
The hallways continues twisting and turning, until you find yourselves at a staircase covered in sticky web. Again, this seems to be yet another aspect of the Guards and Wards spell, and nothing new.

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Yanndu dispels the webs feature of the guards and wards spell:
Cast dispel magic; targeting the webs feature of guards and wards specifically Caster Level Check vs. guards and wards spell DC: 1d20 + 11 ⇒ (13) + 11 = 24

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Whether or not the stairway is clear, I'll be on board for going down it. There is still those lovely journals Watts would love a hand to decipher.