
GM Art Severance |

When you leave the fountain room and open the large doors leading south from the entry hall, you see a natural cavern whose ceiling sparkles with thousands of tiny crystals. The center of the cavern is split by a chasm that drops 50 feet below the level of the bridge.
A stone bridge stretches over the gap. Form the center of the bridge, a black granite obelisk covered with gems and hieroglyphics rises. The obelisk is a masterpiece of sculpture, with flawless lines and beautifully rendered images of the past.
You note a faint glow from coming from the chasm.
To examine the obelisk or peer into the chasm, you will have to enter the cavern. Please move yourselves on the map to indicate where you go, but not past the obelisk yet.

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"Do we have anyone particularly good at climbing? I would love to know what that is!"
Oronia says as she peers at the shining object with curiosity.

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Lecate will remove his knotted rope, as there may be an issue with climbing falling.
"Wow, that looks like a looong way down. As Lecate peers into the chasm
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Caught by Oronia's statement Lecate looks over at the obelisk
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

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"I can climb, although I do not have the tools. If someone could lend me a rope and we find a place to affix it to it would be a lot easier"
Kintampo peers down into the chasm to see if there are any handholds
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

GM Art Severance |

Oronia's Perception Check: 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 19
Maherpa's Perception Check: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Kintampo's Perception Check: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
Mareq's Perception Check: 1d20 + 2 - 3 ⇒ (2) + 2 - 3 = 1
Husarq’s Perception Check: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6
Lecate's Perception Check: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20
Oronia, Maherpa, Kintampo, and Lecate notice that jeweled eyes on the obelisk turn to look at Lecate as he approaches the chasm.
Mareq and Husarq are caught by surprise.
Oronia's Initiative Check: 1d20 + 1 ⇒ (13) + 1 = 14
Maherpa's Initiative Check: 1d20 + 2 ⇒ (17) + 2 = 19
Kintampo's Initiative Check: 1d20 + 3 ⇒ (8) + 3 = 11
Mareq's Initiative Check: 1d20 + 2 ⇒ (1) + 2 = 3
Lecate's Initiative Check: 1d20 + 0 ⇒ (11) + 0 = 11
???? Initiative Check: 1d20 + 0 ⇒ (16) + 0 = 16
Husarq's Initiaive Check: 1d20 + 1 ⇒ (6) + 1 = 7
Maherpa's instincts serve him well, and he can act briefly (surprise round action) before anything else can happen. Then something will happen, then Oronia, Kintampo, and Lecate can act (surprise round actions).
In subsequent rounds the initiative order will be:
1. Maherpa
2. Something
3. Oronia
4. Kintampo
5. Lecate
6. Husarq
7. Mareq

GM Art Severance |

Just before combat begins, Kintampo, Lecate, and Oronia, who are standing at the edge of the chasm, have a better look at the light shining from below.
Lecate already succeeded at this check and may look. The others who looked before initiative was rolled may take 10. If your figure is ever adjacent to the edge during combat, you may make a check at +2 because you know the object is there from the observations of the others, but may not take 10, because you do not have that kind of time in combat.

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Take 10 Perception: 10 + 6 = 16
Sensing danger, but not knowing from where it will come Kintampo grabs his staff in both hands. He is ready to attack any hostile creature that will come into range of his staff.
Readied Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

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Do we see anything threatening?

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With knotted rope in hand, Lecate starts to back away, "Guys... guys. Did you see those eyes move?."
Lecate uses his bit ' luck on himself for next round, knowing Desa is about to test him.
"I've got a bad feeling about this..."
Bit 'o luck allows Lecate to roll two d20's and take the better result for any d20 roll next turn.

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"Try to avoid them...maybe they are some sort of defense spell!" She says as she hides her eyes.

GM Art Severance |

Having noted the moving eye on the obelisk, Maherpa waits a moment, Oronia shields her eyes from a potential gaze attack, and Lecate seeks a blessing from The Song of the Spheres.
A wave of desert heat suddenly washes over the entire party. Everyone sees two realities: One, the cavern, bridge, and obelisk, from which a host of spirits stream; and two, a bleak stretch of sun baked desert where thousands of dead Osirians rise up from ancient tombs to meet armies of corrupted genies (divs) marching forth from a massive structure of black stone. A plague of locusts sweeps across the desert toward the divs.
Kintampo, ever vigilant, swipes his quarterstaff at the approaching spirits, but it merely passes through them.
The spirits issuing from the obelisk strike at Lecate, who, in his thoughts, hears them whisper “Remember.”
Melee Touch Attack: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Though the spirits reach out to Lecate, they fail to touch him.

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Religion: 1d20 + 6 ⇒ (10) + 6 = 16
Realizing what it is, Oronia moves close enough to the obelisk, without looking at it and releases a wave of positive energy meant for destruction.
1d6 ⇒ 6

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Still can't find a map, though.

GM Art Severance |

Still can't find a map, though.
Look at the top of any of the gameplay pages. You will see links to each of the pictures and maps. The current map is "Seeker's Folly." Here's another link to it, as well:Seeker's Folly

GM Art Severance |

Now that Oronia is standing by the obelisk, she sees that it is covered in masterfully rendered Ancient Osirian hieroglyphics. The eyes of the figures in the hieroglyphics are set with tiny rubies, topazes, and emeralds that sparkle in your light.
The hieroglyphics detail the history of Osirion up through the beginning of the Qadiran occupation. If you study the hieroglyphics for a few minutes, you will receive an untyped +2 bonus on Knowledge checks regarding the history of Osirion during the Age of Destiny and the first third of the Age of Enthronement.

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Oronia, of course, takes many notes on the history as quickly as she can.
"We need to finish our exploration, because we do not have all the time in the world. The spirit that I pushed back will return and I'm not sure how long that will take. At best...we have a day."
With that, she takes a look at the hole again. "Can someone go and see what our brother found down there. It's clear, to my eyes, the light is coming from a wayfinder."

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Lecate will secure his knotted rope to assist Kintampo on his climb down and up, or anyone else who wishes to investigate the body at the bottom of the chasm.
"Ok I'm all set."

GM Art Severance |

Kintampo and Husarq easily climb down into the chasm.
At the bottom, they find the crumpled and broken body of a female halfling who clearly was killed by a fall. The corpse is about as decayed as the one under the pillar in the Entry Hall and Sellana's "little fish".
The body bears a broken, scarab-embossed wayfinder that still emits light. A wand, a ring, and a long, rough prism have withstood the ravages of time as well. All four items detect as magic. The wand and wayfinder have faint auras, while the gem and ring have moderate auras.
PCs casting detect magic and trained in the following skills may make the following checks regarding the items:
Anyone casting detect magic may also make Spellcraft checks to identify the properties of the items.
The chasm leads off and downward to the east.

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Kintampo closes the eyes of the deceased Pathfinder. "we will get you a proper funeral later companion"
He then calls to his fellows "I have found some items here and the chasm continues through the rock, will you come down?"
He then tries to identify the items using a minor spell. (Detect magic)
Knowledge (Arcana) take 20: 20 + 6 = 26
Spellcraft wand: 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft wayfinder: 1d20 + 7 ⇒ (2) + 7 = 9
Spellcraft gem: 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft ring: 1d20 + 7 ⇒ (6) + 7 = 13

GM Art Severance |

The wayfinder can be repaired with a mending spell and a caster level check.

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Lecates armor is quite heavy and cumbersome, but with the knotted rope he figures he can do this.
He makes the sign of a butterfly over his heart and prays for Desna'a grace (bit o' luck) And heads down the knotted rope.
Climb Check: 1d20 - 6 ⇒ (2) - 6 = -4
Climb Check: 1d20 - 6 ⇒ (20) - 6 = 14
As he gets to the bottom, he is twisted around and stumbles as he disentangles himself from the rope.
"Stupid Armor."

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"Without even looking at those items, I trust nothing in here after what the elemental told us. I do want to look though!" There is a glimmer of delight in her eyes as she says so.
She then casts a detect spell and begins to examine the items.
[Wand=Take 10]
Wayfinder: 1d20 + 6 ⇒ (4) + 6 = 10
Gem: 1d20 + 6 ⇒ (9) + 6 = 15
Ring: 1d20 + 6 ⇒ (8) + 6 = 14
"Wow, those are some really potent items...I have no idea what they are!"
She jots a lot of things down as she looks over the items and then lets whoever wishes carry them. "Shall we continue?"

GM Art Severance |

After you spend a few minutes bring the halfling's body up from the chasm and take some time to examine the obelisk, you eventually turn your attention to the archway on the far side of the chasm and the obelisk.
The archway is covered with detailed carvings depicting the life and accomplishments of a female pharaoh. The charred corpse of an elf, covered in flecks of glass, rests just inside of the archway.
The archway opens onto an enormous columned chamber. You see a dias crowned with a large round table surrounded by three chairs. Corpses dressed in fine red, yellow, and green silk robes sit in the chairs as if in conference with one another.
Oronia's Perception Check: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Maherpa's Perception Check: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Kintampo's Perception Check: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Mareq's Perception Check: 1d20 + 0 + 2 ⇒ (16) + 0 + 2 = 18
Husarq’s Perception Check: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Lecate's Perception Check: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
The columned chamber shows signs of past comforts, but an ancient battle scorched the walls and ceiling, and cracked and smashed the floor and columns. The remnants of furniture are scattered against the walls, and piles of bodies are stacked in the sleeping alcoves along the south and west walls.
A slight breeze whistles through with a sound like a distant, murmuring voice.
Oronia's Perception Check: 1d20 + 12 + 2 + 5 ⇒ (12) + 12 + 2 + 5 = 31
Maherpa's Perception Check: 1d20 + 4 + 2 + 5 ⇒ (1) + 4 + 2 + 5 = 12
Kintampo's Perception Check: 1d20 + 6 + 2 + 5 ⇒ (14) + 6 + 2 + 5 = 27
Mareq's Perception Check: 1d20 + 0 + 2 + 5 ⇒ (10) + 0 + 2 + 5 = 17
Husarq’s Perception Check: 1d20 + 5 + 2 + 5 ⇒ (4) + 5 + 2 + 5 = 16
Lecate's Perception Check: 1d20 + 4 + 2 + 5 ⇒ (15) + 4 + 2 + 5 = 26

GM Art Severance |

When Mareq asked Sellana where the jewels bodies of the Sages were, Sellana replied:
"I do not know where the Topaz, the Ruby, and the Emerald are, nor do I know where the bodies of the Sages are. In the Gathering Hall, perhaps? If you go back through the Entry Hall, take the South door, it will lead to the Cavern. Carefully cross the bridge and pass the obelisk depicting the history of Osirion. Ware the trap sprung of air, earth, and fire in the hallway beyond. Carefully hidden on each side is a switch that will bypass the trap. The Gathering Hall of the Sages is beyond, and the stairs down into their quarters below. If the Jewels or the bodies of the Sages are here, they are likely in the Gathering Hall or the quarters."

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Oronia heads to the switch that they easily spotted and begins to attempt to work upon the trap, hoping to find a way to disarm or disable it.
Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20

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Also: Oronia had the highest perception, did she not see it as well?

GM Art Severance |

If Oronia wants to use the ring on the check to disarm the trap, she may. Please let me know before I tell you the result. I have already moved Oronia to stand next to the nearer switch. Everyone else, please make sure your figures are where you want them to be on the map in case Oronia's attempt to disable the trap has failed.
Never mind, Oronia's check has rendered the question of positioning moot, see the following two posts.

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Concentrating mostly on the lock, she says firmly, one of her fine picks in her teeth, her thrush sitting on her shoulder, "Unless Sellana checks anything and everything we find here, I won't wear a bit of it. Not going to happen. This place is tainted and as far as I'm concerned, all the items are, too."

GM Art Severance |

Oronia deftly disables the magical trap by tinkering with the disabling switches.
Once the trap is disabled, you can safely examine the corpse of the charred elf. His backpack survived the trap relatively intact. Inside, you find notes about the ruins up to this point and a letter bearing the seal of the Decemvirate.
A hyperlink to the letter has been added above with the maps and illustrations. You can also access the letter here.
Most of the elf's equipment was burned and scoured by the trap. However, the pack also contains a broken, scarab embossed wayfinder and a bone tube containing a scroll.
The final resting place of the Topaz, Ruby, and Emerald Sages beckons....

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"Nice job Oronia, there is the second switch Sellana mentioned." pointing to a partially concealed switch on the far side of the archway.
"...and beyond should be the stairs that leads to the personal quarters of the sages."
Looking at Oronia " Is it safe to enter the The Gathering Hall of the Sages?"
If Oronia signals it is ok to enter Lecate will enter the hall and begin searching.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

GM Art Severance |

Entering the room, Lecate finds a set of stairs in the northeast corner of the room. However, they are buried in stone. Getting down there would require a major engineering effort or magic. The remnants of furniture
are scattered against the walls of the Gathering Hall, as well as the piles of bodies are stacked in alcoves along the south and west walls of the Gathering Hall suggest that the collapse took place before the demise of the Sages and that the Sages and their supporters lived in this room for quite some time.
As previously described, in addition to the collapsed stairwell and the various alcoves filled with furniture and bodies, there is a dias with a large table, at which corpses dressed in red, yellow, and green robes are seated. There are several relatively large shards of red crystal on the table before the red-robed corpse.
Now that you are closer, you also see that the thick dust on the table has been disturbed. It has been cleared from the red crystal shards. In addition, there are two spots on the table, one in front of the green-robed corpse and one in front of the yellow-robed corpse, that are clear of dust, suggesting that objects rested there until recently.
A slight breeze whistles through the Gathering Hall with a sound like a distant, murmuring voice, but there is no sense or meaning in it.
Oronia's Perception Check: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Maherpa's Perception Check: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Kintampo's Perception Check: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Mareq's Perception Check: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Husarq’s Perception Check: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Lecate's Perception Check: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
From behind you, from the direction of the courtyard, you all also briefly hear the muffled sound of a voice raised in anger.
Is Lecate searching any particular area?