
Ausk the Heathenbane |

Ausk points in the eastern direction This way yes. The Earth Spirit speaks in this way yes?

GM IronDesk |

The group follows the eastern corridor. After some time they note a large capstone filling the entranceway to a man‐high opening in the north wall, nearly identical to the one they left undisturbed in one of the southern tunnels before they were attacked by skeletons. Shortly after this point, the passage turns sharply south.
...Pause if the party chooses to inspect or move the capstone. Otherwise...
After some more travel the maze-like passage deposits the party back into the waterfall chamber, and they again find themselves standing in front of the shallow pool with angular runes carved into the rock around it.

GM IronDesk |

The cap stone is just what it appears to be - a large cut and dressed stone rolled into place to block an entrance, likely to a burial site. Wilf and Wulfric could roll it of the way if they put their backs into it.

Ausk the Heathenbane |

Since Wilf and Wulfric seem disinclined to physical labor, Ausk motions the party forward towards the south. on the map its a place we haven't explored.

Vilesse |

Vilesse stands to one side, watching as Wilf pushes against the capstone.
Sorry, but I think I've said before that I can't commit to posting regularly on weekends and last Friday was a mess for me. Plus it wasn't like Vilesse was contributing anything to that combat, anyway.

Corporal Wulfric Uren |

sorry wanted to check the map first. Can't from work or phone.
"Wait Wilf, shouldn't we check it all out first.... Oh what the hell, saves walking back."
Str check to assist: 1d20 + 4 ⇒ (18) + 4 = 22

GM IronDesk |

Wilf and Wulfric push away the stone easily enough. Beyond is a small chamber where the mouldering remains of a priest lie in a plain stone sarcophagus. Among the bones, are fragments of cloth (the obvious remains of ceremonial gear) and so on. Of particular note is a circlet of beaten gold inlaid with platinum detailing and set with a large orange gem. It radiates faint evocation magic when subjected to detect magic
Finding nothing else of note in the burial chamber, the group continues to follow the maze-like passage which deposits the party back into the waterfall chamber, and they again find themselves standing in front of the shallow pool with angular runes carved into the rock around it.

Ausk the Heathenbane |

Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Ausk touches the Circlet reverently and chants a prayer of supplication to the Spirits of the Ancestors.
He spends at least a minute chanting and prostrating himself to appease the spirits of the Tuath Ancestors before picking up the Circlet and explaining its purpose and usage to his allies.

Vilesse |

Vilesse looks curiously at the circlet. "I hope that is not a harbinger of things to come."
The new firewall at work doesn't let me hit Roll20. Boo.

GM IronDesk |

The new firewall at work doesn't let me hit Roll20. Boo.
Screenshot! Unexplored passages are marked with red letters...

Ausk the Heathenbane |

Ausk concurs and moves in that direction.

GM IronDesk |

The party chooses not to tamper with the magical pool for a second time and heads up the paved passageway which, predictably, leads them back to the crossroads where they fought the two skeletons.
From here the group can continue west along the paved passage, or head south to where the found the other capstone ( not yet uncovered) and then west along the natural tunnel.

Ausk the Heathenbane |

South!

GM IronDesk |

Taking some liberties to speed up exploration...
Buoyed by their discovery of the Tuathi artifact in the norther burial chamber, Wilf and wulfric attmpt to move the southern capstone...
Wulfric Str check: 1d20 + 4 ⇒ (20) + 4 = 24
Wilf Str check: 1d20 + 5 ⇒ (5) + 5 = 10
...The stone rolls away easily but inside is a mouldering ruin. At some point water from the lake penetrated this room. Everything inside is rotted and rancid, and a fine cloud of dust, mould and spores billows outward, enveloping the group...
Fort save Ausk: 1d20 + 3 ⇒ (9) + 3 = 12
Fort save Tomi: 1d20 + 5 ⇒ (2) + 5 = 7
Fort save Vilesse (trait bonus included: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Fort save Wilf: 1d20 + 5 ⇒ (1) + 5 = 6
Fort save Wulfric: 1d20 + 5 ⇒ (14) + 5 = 19
Other than some coughing, no one feels worse for wear for the experience. The group follows the passage which curves to the west again, and yet again crosses over the shallow blood coloured river, this time flowing north-south. After crossing the passage turns north and you reach another intersection. Continue north, or turn east?

Ausk the Heathenbane |

North

Corporal Wulfric Uren |

Well i want to go east!
Just pissing about. North is good.
After checking everyone is ok Wulfric leads them on. At the intersection he checks with the others before heading north.

GM IronDesk |

The group heads north. The passage ends in a T-junction with the paved road again. You can turn left and follow the paved road north west, or turn right and follow it east, where at the edge of Vilesse's light it seems to start to widen out, and you can catch a glint of water reflected on the ground.
Roll20 map updated

Ausk the Heathenbane |

This way friends. Ausk says, beckoning toward the paved road northwest.

GM IronDesk |

following the paved path deeper into the complex leads the party to a third capstone.
Beyond the capstone the paved road continues to twist onward east. Tunnels branch off it, first north, then another south

GM IronDesk |

After some straining, the capstone rolls away (see spoiler above)

Vilesse |

Vilesse peers at the runes, attempting to decipher them in the correct order.
Kn:Arcana check 1: 1d20 + 10 ⇒ (18) + 10 = 28
Kn:Arcana check 2: 1d20 + 10 ⇒ (19) + 10 = 29

GM IronDesk |

With only a few minutes of study Vilesse is able to piece together some of the fragments into a meaningful incantation. There is a swell of power from the runes she reads and a feeling of strength and wellbeing flows through her. (Vilesse gains a +1 to attack rolls and saves vs fear affects, and 1d8 + 5 ⇒ (4) + 5 = 9 temporary hit points so long as she remains in the caverns.

Vilesse |

Can she share the incantation with anyone else? Read it for/to them or show them how to invoke it?

GM IronDesk |

Alas no. Other spell casters could attempt to map their own way through the runes. Non-spellcasters are out of luck. Think of it like reading from a scroll.

Ausk the Heathenbane |

Ah yes friend. We go North! Ausk says, Sheeha the owl perched on his shoulder.

GM IronDesk |

The party heads north and comes to an intersection of four passages. Two of these look like switchbacks, running back the way the party has come. The fourth continues north, where uneven, roughly hewn steps lead down into a natural cavern dominated by a pool of liquid fire. Four huge, intricate carved demon heads with gaping maws and glittering black eyes sit upon roughly hewn plinths. The ceiling towers 40 ft. above your heads.

Ausk the Heathenbane |

Ausk also looks around and uses his spirit sight Detect Magic
Perception w/Scent: 1d20 + 4 ⇒ (2) + 4 = 6
Kn:Arcana: 1d20 + 1 ⇒ (17) + 1 = 18

Vilesse |

Vilesse frowns at the fire and the demon statues, trying to figure out how the half-goblins could have created such things.
Any info on liquid fire or these demons would be great.
Knowledge: Arcana: 1d20 + 10 ⇒ (4) + 10 = 14
Knowledge: History: 1d20 + 10 ⇒ (11) + 10 = 21
Knowledge: Nature: 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge: Planes: 1d20 + 10 ⇒ (20) + 10 = 30

Corporal Wulfric Uren |

Slightly freaked out by the demon statues, Wulfric creeps towards them, Guisarme in the ready position.
perception: 1d20 + 5 ⇒ (15) + 5 = 20

GM IronDesk |

As you descend the steps, smokeless flames suddenly fill the maws of each carven demon head and a low chuckle echoes through the chamber. Behold the Abyssal Flame, mortals. Come forth so it may roast your flesh and scorch your bones!

Vilesse |

So no Knowledge, GM?
Vilesse, still frowning, calls on her mystical training to see beyond the veil.
Knowledge: Arcana check + Detect Magic to ID auras: 1d20 + 10 ⇒ (2) + 10 = 12 ...ugh.