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When the group was finally prepared, Ru first searched the entrance for traps and led the group through.
Perception with Heroism for traps 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29

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Cirri watches Ruprecht drink potions and prepare for danger. "Really Work Focused, huh?"
Cirri pulls out her Pearl of Power, rubs it in a special way, and it glows dimly before losing some of its shine. "Okay, Shield spell is ready and willing again." She puts the pearl away. "See you tomorrow."
GM, Magic Circle against Evil lasts for 50 minutes. Please tell me if it expires before our next encounter.

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Loxx will also enhance his armor by casting an extended barkskin before the group enters. 2 hours

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Since most are buffing now, I will update the time from now as we progress.
Ruprecht searches for a way in through the monolith, but instead finds two items in the dust and debris: an ornate wand and a khopesh that’s free of any rust or wear.
------------------------------------
The sages finish their conference. Tahonikepsu steps forward and addresses you "Thank you all for dealing with those creatures. We have determined that we must use the sage jewels together to find the entrance to the tombs and libraries below. Once inside, we believe there will be several locations to explore, and we know that you as Pathfinders would like to do that. I believe the best way to do that will be for you to select a sage to guide you while the remaining sages scout out for a location for our ritual."
A sudden rumbling underfoot shifts the sands substantially.
Amenopheus pipes up. "The ground is tenuous. Whatever guardians have awoken have weakened the site. We only have a few hours to do this, maybe six at best, perhaps only two...let's say four to be safe—before this process causes irreparable damage and the facility collapses on itself."
Please choose a sage to accompany you to search the underground ruins.
Also, give me a marching order on the map and any special instructions on searching for traps, etc..

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Spellcraft vs Wand: 1d20 + 14 ⇒ (16) + 14 = 30
"Oh hey! This wand cures moderate wounds. Maybe... 10 more times before it runs out."
Spellcraft vs khopesh: 1d20 + 14 ⇒ (17) + 14 = 31
"It's a khopesh. Magical... um... I'd give it a 2 out of 5 on the enchantment scale. It's really good at tripping people. Man I haven't tripped anyone in a good while... Kinda hard to trip a horde, though!"
Cirri nods as they tell her about the site and the situation. "Um... Amenopheus. Could you come with us? You know a lot about magic. I can stay in the rear of the group and protect you if we get flanked!"
CIrri's staying in the back and votes for Amenopheus thanks to his blaster magic.

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”Amenopheus will do nicely. Please blast every defender you see,” the elf says as he hands the weapon and the wand to the others. ”The words on the khopesh say Fortune Moon...”
Ru will take the point, and check for traps in every new room.

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happy to take Amenopheus
Hassam nods and takes at least a few moments to remove any ghastly bits from his spear as he follows from the second rank.

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As the effects of the ghast's rigor finally fades, Sickly goes into panic mode for a bit, as he digs around in his pack, and pulls out various ointments and balms. He spends the next little while, applying the myriad of substances to the wounds he sustained, muttering about infections and disease vectors the entire time.
By the time he's done, he glances up and smiles sheepishly... looking like someone child has applied finger paint... before drawing a wand to heal the wounds themselves.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Talk of the sages seems to make him a little uncomfortable, clearly not happy about how things have played out to date, though he says nothing, merely nods at whatever the group decision is.
Although Sickly would have opinions, he's too introverted to voice them, so group decision on Amenopheous is fine! =)
He can take the lead if needed.
Dwarf Stonecunning will give him an automatic free check for any traps (or secret doors and the like) set in stone if he gets within 10'... at a +16.

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Niko is quiet and somewhat sullen as he recovers from his paralysis and nausea. Grabbing his wand, he heals himself, then nods in agreement with the sage decision.
Moving up to Ruprecht, he says. "I am also fairly adept at searching out traps. Perhaps we can lead point together to increase our odds."

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Eventually the sage jewels locate a hidden entrance. The sages solemnly descend into the darkness with you. You arrive at a platform a few dozen feet below ground, corridors branch off in several directions. The shifting and rising of the settlement has revealed hidden passages within the complex.
"This is where we part, for now. You head that way. Good luck, Pathfinders. We hope you find what you are looking for." Tahonikepsu nods as she disappears down a corridor with the rest of the sages.
The structure rumbles as the ancient wards continue to shift the sunken ruins toward the surface in response to the presence of the sage jewels.
"Well, we better get moving." Amenopheus sighs and you turn the opposite direction to search. After a few hundred feet you reach a large stone door and search it.
Last call for long term buffs. Please place yourself on the marching order and anyone who needs light, please provide a source.
To speed things up, I will roll for perception checks to search rooms and doors when necessary, and you have a character with trap-spotting, so that too.

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Hassam has darkvision
Hassam will cast tongues on himself as well as granting Niko a heroism.
Both lasting 80 minutes. Note that the heroism attack bonus won't stack with the flag, but the saves and skill check bonuses are both quite helpful.

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Loxx has an ioun torch which orbits his head and can cast a light spell on something. Fetch has darkvision and low-light vision.

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Cirri will maintain a light spell on her quarterstaff. Riddywhipple continues maintaining the magic circle against evil.
"Good luck, Sages!" Cirri waves them goodbye.

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Ruprecht pulls out yet another extract and drinks it down. ”I’m ready. The more the merrier, Niko...” the elf says as his eyes glow electric blue for just a split second.
DM, consuming my Crypt Breaker’s Draught. I have +4 to Perception and dark vision for 90 minutes. I also have light blindness for whenever that comes up.

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I’ll mark your progress on the main map with the Glyph of the Open Road. If we need to go to a mini-map, we will.
It takes a couple of you to open the stone door. A rush of foul air greets you as the seal breaks.
I’ll need a fortitude save vs disease from everyone.
A set of steep stairs, somewhat malaligned from the recent tremors and upheavals, reaches into the darkness below. At the bottom, a small, circular chamber serves as an intersection, with hallways departing to the north, west, and east, and of course, the stairs leading back upward to the south.
A faintly glowing inscription of hieroglyphic writing spirals out from a round stone pillar carved with similar markings in an ancient script.
North - Doorway to Oblivion
East - Archives, Waste Disposal, Slave Pits, Incubation Chambers
West - Cleansing Room, Plague Laboratory, Memory Extraction

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Fort vs Disease: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
As the air, probably not breathed in centuries, wafts out of the entrance, Sickly immediately covers his mouth in distress. Too late to be of use, he still digs into his pack, and pulls out a white medical mask, that he puts over his face.
Dang it, meant to put it on before hand out of paranoia... but forgot =)
He looks at the faintly glowing inscriptions with trepidation, refraining from stepping on or over them, until one of the others has a chance to see if they're safe or not.

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Fort: 1d20 + 12 ⇒ (8) + 12 = 20

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Fort 1d20 + 12 ⇒ (20) + 12 = 32
Being well schooled in the old tongue, Ru reveals to everyone what was inscribed so long ago.
Im on my phone, so everyone, please check the DM’s ancient Osiriani spoilers. Thanks.

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Fort Save vs Disease: 1d20 + 9 ⇒ (11) + 9 = 20
Riddywhipple's Fort Save vs Disease: 1d20 + 7 ⇒ (12) + 7 = 19
Cirri tries to control her breathing, to help her meditate. Riddywhipple blows some bubbles out of his nostril. "Smells much better, trust me!"
Cirri and Riddywhipple do not speak Ancient Osiriani, so she kind of shrugs. "Comprehend Languages. Write that down for later, I gotta carry one of those scrolls with me. Oh wait, I'll write it down." Cirri pulls out her notebook to copy the sigils and write a reminder for later.
Ruprecht does know Ancient Osiriani though, and points out what they mean.
"Right, On the pillar.
North - Doorway to Oblivion
East - Archives, Waste Disposal, Slave Pits, Incubation Chambers
West - Cleansing Room, Plague Laboratory, Memory Extraction
"
"And on the floor, Within frail flesh lie ideas, and they can transform the world."
"Well, this is inviting." Cirri snaps her journal shut with a hint of sarcasm. "Maybe we go West first?"

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fort vs disease: 1d20 + 6 ⇒ (3) + 6 = 9
Hassam, also reading Ancient Osiriani confirms the reading.
Hassam nods to Cirri "Sounds better than Oblivion."

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"Cleansing room sounds like it might be useful. Those dead things seemed awfully dirty."

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Ru nods at the consensus and leads the group to the left, checking carefully for traps as they enter the area.
Perception with crypt breaker’s Draught 1d20 + 20 + 4 ⇒ (8) + 20 + 4 = 32

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Nikomedes fort save vs disease: 1d20 + 8 ⇒ (2) + 8 = 10
Everyone in the group, except Ru, senses a tingle in their nose as they inadvertently breath in the foul ancient air.
Amenopheus blows his nose into a finely detailed handkerchief. "Most curious, that was probably not good. We should determine if it has affected us, and what exactly that was. I do hope we have not doomed Merab and beyond with simple foolishness."
-----------------------------
The group moves to the west. The corridor splits almost immediately.
To the south it abruptly ends in an observation window. Beyond the hazy etched glass, you can make out a large chamber. Three tables laden with alchemical equipment, glassware, and other arcane tools occupy this chamber. A thick liquid drips from a broken glass jar that, as you watch, never empties. Numerous marked vials that appear intact are enclosed within glass-fronted cabinets along the southern wall. A sealed metal canister sits in the southwest corner. There is a door along the far northern wall.
Following the corridor to the north instead, a soupy, viscous fluid covers the floor of this pillared chamber. Arcane runes form three distinct horizontal bands on each pillar, the first third glowing green, the second blue, and the top third red. Tattered, dusty remnants of clothing fill niches in the walls. Another corridor exits the room on the western wall. Ru and Niko both get the distinct sense something is not right, and entering the room might be dangerous.

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"Well, I carried one scroll of Remove Disease with me, just in case..." Cirri sneezes. "You OK, Riddy?" To which the tiny dragon lands on her shoulder and shakes his head, slightly woozy.
I assume the Circle Against Evil didn't help, since it's a disease.
"Which way should we go? I can scan for magical auras if you need me to. If you think it's really important, I have a stronger version, but it only lasts for a few minutes."
Cirri has detect magic ready, and she also memorized Arcane Sight today. Here are my detect magic rolls, from the doorway.
Southern room, Spellcraft: 1d20 + 14 ⇒ (15) + 14 = 29
Northern room, Spellcraft: 1d20 + 14 ⇒ (9) + 14 = 23

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There are four moderate auras in the northern room. You are not sure what the first one is. Knowledge (arcana)x3 for the other three.

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Well, that's not good 8(
Sickly isn't at all happy about Amenopheus' words, and he immediately starts sweating and his nose begins to run.
"Maybe it's the second plague." He mutters, unhappily. "I think I got the plague." He adds, sure that is the case.
He follows along down the western corridor, constantly rubbing at his eyes, as they keep watering up.
He eyes the room with its glowing banded pillars with some alarm.
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
"What's that stuff?" He asks, worried about the answer, as he tries to determine if he's seen the like during his mining days.
Knowledge (dungeoneering)?: 1d20 + 6 ⇒ (16) + 6 = 22
Also, if Sickly failed that save vs the 'disease'... then the Ward hex would have dropped, correct? And Cirri would know it did. =)

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Cirri looks to the party to see how they are holding up. Everyone's showing signs of sickness... except for mister business over there. Cirri thought Elves were frail compared to Dwarves, but Sickly is already watering up.
"Oh man, there is some powerful magic coming from one of the cabinets in the Southern Room. Universal School, so it could be anything."
Looking at the Northern Room, Cirri frowns. "There are four moderate auras in there. Let me see if I can guess what... I have no idea. Let me focus on the other 3."
Spellcraft: 1d20 + 14 ⇒ (13) + 14 = 27
Spellcraft: 1d20 + 14 ⇒ (5) + 14 = 19
Spellcraft: 1d20 + 14 ⇒ (14) + 14 = 28
"Maybe we should try to disable what's going on in there. Ruprecht, I'll put the Ward on you while you check out this room."
Ruprecht gets a +3 Deflection bonus to AC and a +3 Resistance bonus to Saving Throws until he is hit or fails a save.

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You can discern that one is an evocation aura. Yes, the ward on Sickly went down, as suspected.

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"Evocation. Toasty. That's the kind of stuff that goes boom. This room is trapped, alright. So unless someone has a scroll of dispel magic they are willing to lend (note to self: Buy a scroll of dispel magic if you survive this,) can you guys do that thing with traps where they don't explode in my face?"

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Ru heads to the southern most room first. ”Stand back. There’s no telling what I’m getting into over here. Don’t want the rest of you to catch any shrapnel.”. He slowly advances, looking for any signs of a trap.
Perception with CB draught and Heroism 1d20 + 19 + 2 + 4 ⇒ (7) + 19 + 2 + 4 = 32
If he sees a trap, he tries to disable it.
Disable device with Heroism 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27

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Hassam comments "If absolutely necessary I could summon something, but I suspect Ruprecht or Niko could disarm any of the traps."

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Ruprecht deftly searches the doorway and the first few feet of the room. He figures out the location of the spell nodes and separates them with thin slivers of lead, carefully moving further into the room as he deactivates each successive node. At last, he feels that it is safe to move on.
5 minutes have passed since you all buffed

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The elf waves the others forward. ”I believe it’s clear. You lot and explore this room while I work on the trap in the room to the north. Seems more efficient that way,” he whispers.
If the others agree, he tries to disable any traps to the north.
Disable 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27

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"Makes sense to me. Uh, maybe Niko should team up with you, just in case. No need to split the party."
Cirri and Riddywhipple look for anything of use in the southern room- in particular, she tries to identify the magical cabinet she found before- did Ruprecht disable it? Or is it something else?
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Riddywhipple's Perception: 1d20 + 10 ⇒ (19) + 10 = 29

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Just to make sure we are on the same page. The (now disabled) trap was in the northern room. You are unable to physically access the southern room at the moment. There was just an observation window that allowed you to view it and detect magic into it.

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My bad, DM. I completely missed that. Retcon my last post then.

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Sickly eyes the columns and putrid floor. There doesn't seem to be anything else of interest in the room and even through watery eyes, he can tell that Ruprecht has done an admirable job of completely disabling whatever magical "surprises" awaited you.
As the group eventually enters, Amenopheus stops a few steps in and furrows his brow. "Strange. I feel almost as if I have been here before. This is a room of burning."

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"So I guess the evocation aura I sensed was lots of fire, huh..." Cirri ponders. "If there's nothing else dangerous in here, let's keep going." Cirri and Riddywhipple keep their eyes peeled for anything dangerous.
GM, can I keep those Perception rolls in this post? If not:
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Riddywhipple's Perception: 1d20 + 10 ⇒ (16) + 10 = 26

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Ru waits for the others to be satisfied with their search of the room. Once they were ready, he led them West, into the hallway. He checks the left (southern) turn for traps. If he finds one, he will disable it. If not, he will lead them into the passage.
Perception with Heroism and crypt breaker’s Draught 1d20 + 19 + 2 + 4 ⇒ (6) + 19 + 2 + 4 = 31
Disable device with Heroism 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37

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The passageways seem clear as you traverse them. To the south, a door blocks you way forward. It is likely the door you spotted from the observation window before.
To the north, the corridor obviously opens up into a large chamber. Even from here, you can see that the floor is covered in a soupy mess.
Open the door or check out the northern room?

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I say we do the door first then go back to the open area.

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Ruprecht and Niko lead the way.
I vote whichever way Ruprecht votes. Cirri can fly around the soupy room as needed, by the way. She does want to know what's in that cabinet...

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If the majority are with him, the elf moves to the door, checking for traps. If he finds one, he will disable it. If not, he will nod to the others and open the door when they were prepared.
Perception with Heroism and crypt breaker’s Draught 1d20 + 19 + 2 + 4 ⇒ (17) + 19 + 2 + 4 = 42
Disable device with Heroism 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31

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The door seems innocuous and is easily opened, even after so many years. Three tables laden with alchemical equipment, glassware, and other arcane tools occupy this chamber. A thick liquid drips from a broken glass jar that never empties. Numerous marked vials that appear intact are enclosed within glass-fronted cabinets along the southern wall. A sealed metal canister sits in the southwest corner.
As discovered from the window-view before, the contents of one of the cabinets here detected as magic (universal aura).