
GM Rinaldo |

"Well, you still haven't me why you want to pass. What is so important that a group of combustibles want to risk their skins?"

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"Well, I know you be creatures of your words. And the same can be said for me." starts Rhuul.
"And we came here to reclaim an item that was lost long ago. Because we said we would. Now we don't want a fight, and truth be telling, it sounds like you don't want one either, so I'm hoping there be a good way for us to agreeably shoot the breeze and not our fists."
SM: 1d20 + 20 ⇒ (4) + 20 = 24
"I've always been told that the metalwork of the Azer was amongst the finest in the many worlds. Not that I'm a smith meself. Got thrown out of the forge at a young age. Of course that is why me beard is still so luxurious."
diplomacy: 1d20 + 20 ⇒ (4) + 20 = 24

GM Rinaldo |

Does anyone else wish to contribute anything else, or say anything else to the azer guards?

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The item Rhuul Irontoe sspeaks of is an ancient artifact, it is true, but our sseeking holds a more sspecific purposse. We believe it is the only way to free a being held hosstage for ages by a cruel elemental lord.
Please, tell uss what will allow you to keep to honor.
Diplomacy Aid: 1d20 + 7 ⇒ (12) + 7 = 19

GM Rinaldo |

I apologize if I've been too cryptic ... I am waiting to hear someone either suggest a reason why they should let you pass, or an incentive to do so. They aren't going to just tell you how to get around them, but there are a couple of things you might say or do that would make a difference. Narayan's post above is a start if you want to build on that.

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"We know that many of your kin are enslaved in the City of Brass. We seek to free one that is also imprisoned. And maybe in time, he will be able to help your kin in their plight." adds Rhuul.

GM Rinaldo |

With a few key points made, I'll now use the original DC 30 Diplomacy check Rhuul made, modified by a couple of assists.
The leader of the azers looks at you. After a long pause, she turns to her companions and says, "I think I heard a noise down that way. We'd better check it out. I'm sure the bridge will be secure while we're gone."
With that, the three of them cross to your side of the bridge, and begin walking along the bank of the lava river. Just before turning a bend, the leader looks back to you and says, "Hidden in the floor, deciphered in stone, is the key to victory."
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You cross the bridge, and see that the floor of this cavern is covered in a jumbled mass of vibrant ceramic tiles that depict an abstract portrayal of some incomprehensible scene. The devastation of several tiles, as well as the outright absence of others, makes the scene incomplete. Three obelisks pierce the tiled floor, with the shattered remains of a fourth scattered along the chamber’s northeast corner.
The southern edge of this recessed area erodes into the river of lava. The river’s fiery fluid singes the adjacent tiles black. North of the lava flow, a curving natural staircase rises to a balcony along the room’s northeastern edge. West of these stairs, along the chamber’s northern edge, slumps an irregular heap of slag.
The square tiles in the first chamber are approximately 5 feet on a side, but after a bit of study you realize that they are intended to form a pattern, though they are misaligned. With care, you might be able to pull them up and rearrange them to reconstruct the pattern.
You basically have a jigsaw puzzle without a reference picture. Moving the tiles is simple with Narayan and Tiny; however, figuring out what it is supposed to look like requires a Knowledge (planes) check. Anyone without that skill can attempt an Intelligence check instead.
In addition, there appears to be writing on the obelisks. Not everyone has their languages listed, so I need you to let me know what you speak. Anyone with Linguistics can attempt a check to determine what the writing says as well.

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Jing Kwan and Tiny speak: common, celestial, draconic, and Tien-Da. Neither of us have linguistics, but Jing Kwan has knowledge(planes)
knowledge(planes): 1d20 + 13 ⇒ (15) + 13 = 28

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Sihir speaks Wayang, Common, Aklo, Draconic, Nagaji, Samsaran, Tengu, Tian, Vudrani, Ancient Osirian, and Senzar (and can also read lips).
Sihir will automatically succeed on aiding jing kwan's Knowledge (Planes) check, raising it to '30.'
Linguistics, if needed: 1d20 + 14 ⇒ (20) + 14 = 34

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Rhuul uses comprehend langauges to read the writing on the pillars.
With a twiddle of his fingers and a mutter of his breath, Rhuul stalks over and looks at the figures on the pillars. "I knew a man once who liked word puzzles. He taught me a trick or two about understanding even the ununderstanable. Which of course makes it the standable. Which is why I'm not sitting down."
He will then assist Jing with the puzzle.
know(planes) aid: 1d20 + 10 ⇒ (6) + 10 = 16
"Now here is a puzzle and a half. I wonder what happened here."
He grins as a picture enters his mind.
"Maybe someone was frustrated at not being able to complete it, and decided to throw away some of the pieces so nobody else would be able to either."

GM Rinaldo |

Jing Kwan and Sihir discuss the images, and start directing the stronger members of the group to lift and turn the tiles. Eventually, it resolves into a partial mosaic depicting an efreeti force pinning a juggernaut against a cavern wall with a heavy pick. Some of the odd curves come together, and Sihir recognizes ignan lettering, matching that on the pillars.
Rhuul casts a spell, then just scratches his head at what he sees. The letters make sense, but don't seem to actually form words.
The lettering on the floor resolves into
Gur qvnzbaq cvpx gber na rgreany jbhaq fb gehr. Frrx guvf ubyr. Svaq ivpgbel. Fpber n zvtugl pbhc!
On the southeast obelisk are two columns of letters:
A N
D Q
G T
The southwest obelisk has another pair of columns:
B O
E R
H U
The northwest obelisk has this set:
C P
F S
I V
The writing on northeast obelisk is too damaged to make out.

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"I'm guessing that we do some letter substituation" says Rhuul.
"Lets try.. G to T, U for H and R for E" he starts slowly.
"The first word might be 'THE..'" Says the dwarf with a note of pride. "I knew studying words would come in handy one day."
"D for Q, I for V, A for N, hmmm missing a Z..O for B, N for A, D for Q.. That would make it a DIA?OND.. Diamond maybe? We don't have an M yet."
He continues to substitute letters.
"PIC? TORE AN ETERNA?.." he continues
"Probably eternal so L for Q.."
"?OUND hmm maybe that is an F, so J for F, oh that one in the third word is probably a K - The diamond pick tore... so X for K" he adds, speeding up as he gets into the swing of things.
"Hmm, no, already have an F, what about "W" The Diamond pick tore an eternal wound... that sounds possible.."
He goes back to more letters
"SO TRUE. SEEK THIS HOLE. FIND VICTOR?... so L for Y would give Victory" he continues.
"SCORE A MIGHTY COUP!" He finishes.
"The Diamond Pick Tore an Eternal Wound So True. Seek This Hole. Find victory. Score A Mighty Coup!" he concludes.

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"Yeah... " says Rhuul, nodding knowingly. With a totally straight face.
bluff: 1d20 + 32 ⇒ (7) + 32 = 39
"Heard Orcs use them sometimes." he adds.
"Not that this tells us anything we don't already know... although Coup is an interesting turn of phrase to use here. I wonder who left the message?"

GM Rinaldo |

Yeah, when I played this, I saw the message and even before we were given the "clues", I said, "Looks like it's probably ROT-13 ... yep!"
Give some thought to the message, it will have very specific relevance in the near future.
Now that you have the "puzzle" solved, what do you do next?

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Up the sstairs?

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"Hold up a moment" says Rhuul.
He cautiously approaches the irregular heap of slag and looks at it, wondering what may have caused it. A moment or two later he scans the area for magic.
perception: 1d20 + 14 ⇒ (1) + 14 = 15

GM Rinaldo |

As you come look closer at the heap, you notice a handle of shining black metal protruding from its bulk.

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"Looksie here!" smiles Rhuul.
appraise: 1d20 + 3 ⇒ (12) + 3 = 15
"Adamantine! That is expensive to be leaving laying about..."
He double checks the handle for magic.
"I'm a might suspicious, are any of ye good at spotting traps? This is just a little too inviting..."

GM Rinaldo |

Casting a spell, Rhuul looks at the pick handle and has to turn away, as the magical aura dazzles him.
That's a VERY strong aura there.

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"Perhaps this is the pick, or at least its handle..." muses the dwarf. "I've not seen an aura that powerful since I found me own ring back in the Shattered Sky."
He still waits for someone else to check for traps before trying to free it.

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Narayan's trap detection methods are rather... direct, but I'll apply them if need be :)

GM Rinaldo |

You spent about 10 minutes in the fresco area, then another 5 minutes talking to the azers, then half an hour putting the puzzle tiles together.

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OK, then protection from energy (fire), mage armor, and endure elements are all still up on Narika. Shield has worn off.
Narika taps her hand with her wand of shield again. She also offers the wand to anyone else who can use it, and looks at Fek to see if he wants any magical preparation for whatever might happen when someone touches that handle.

GM Rinaldo |

Map is up. The large red square area is the slag heap; the white token indicates where the handle is sticking out. You know that freeing the pick is going to release something, so arrange yourselves however you want to be in preparation. Whoever is going to pull it out will need to be adjacent to the handle; everyone else can be anywhere that isn't the lava river. If you want to be on the slag heap, you will need to make an acrobatics check to balance.

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Sihir steps back a ways and casts a few spells on himself in preparation for what is likely about to come shield, gentle breeze, and fly....
What is the ambient light like?
Am I still fatigued?

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"Do we want to investigate the balcony before we try and take the pick out?" wonders Rhuul.
"It has been here for an age, and I'd hate to see something useful up there destroyed... or not put to a good use if there is a battle to come."

GM Rinaldo |

Anyone who was fatigued by the climb still is unless they have a way to remove the condition.
The ambient light is normal throughout the cavern from the lava glow.
You can see the "balcony", it effectively makes a ramp that allows you to see the top of the heap and possibly climb onto it if you are acrobatically inclined.

GM Rinaldo |

Fek realizes that the pick is wedged in pretty well as part of the overall pile of debris. He figures he might be able to finesse it out or else someone strong could just yank on it. Either way, though, the pile of debris will be disturbed, and removing the pick will interrupt the magic holding back whatever is under there.
Either Disable Device or Strength could be used, but it will require a check, and will immediately free the thing currently trapped inside.

GM Rinaldo |

It's been 24 hours ... is everyone where they want to be? Looks like Fek is offering to pull the pick while invisible.

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I moved Rhuul so he is within 30' of everyone
Rhuul unfurls his flag. "I'm as ready as I'll ever be." he confesses.

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Assuming I read the map correctly and am standing near where the front lines would be if a terrible beasty burrowed up from near the pick - I'm all good!

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Please something be good. Please be good. Please be a genie!
Fek stares at the pick and the slag pile for a minute before, while his companions prepare. Then once everybody is ready, he effortlessly retrieves the pick and half drops it, half throws it at Narayan.
Oh no! Don't be bad. Don't be bad!
T10 for 42 Disable Device.

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When Fek starts pulling on the pick, Rhuul starts inspring courage.
"You know I knew a volcano once, bad temper. One day she blew her top and I caldera a bad name."
With rounds to burn, Rhuul is happy with start inspire courage early.

GM Rinaldo |

OK, here we go!
Rhuul tells a horrible joke to lighten the mood, with a strangely helpful effect. Fek, unseen to normal eyes, examines the pick, and with a careful twist, slowly extracts it.
At first, nothing seems to happen. But just as the pick clears the heap of slag, the floor begins to rumble. With a squeak, Fek drops the pick at Narayan's feet. The slag heap falls away, reavealing a gigantic wheeled vehicle with a skeletal driver. Flames erupt from a pillar in the center as the driver laughs maniacally.
Volcano: 1d100 ⇒ 37
At the same time, the river of lava begins to bubble, and suddenly blobs of lava burst upward, flying through the air before landing throughout the chamber.
Everyone takes 4d6 ⇒ (5, 5, 2, 1) = 13 fire damage; a DC 15 Reflex save halves the damage (evasion applies if you have it).
Narika: 1d20 + 10 ⇒ (11) + 10 = 21
Fek: 1d20 + 8 ⇒ (2) + 8 = 10
Jing Kwan: 1d20 + 1 ⇒ (8) + 1 = 9
Tiny: 1d20 + 2 ⇒ (10) + 2 = 12
Narayan: 1d20 + 2 ⇒ (7) + 2 = 9
Rhuul: 1d20 + 4 ⇒ (17) + 4 = 21
Sihir: 1d20 + 3 ⇒ (5) + 3 = 8
GM: 1d20 + 0 ⇒ (13) + 0 = 13
Volcano
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21 Rhuul
21 Narika
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13 GM
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12 Tiny
10 Fek
09 Narayan
09 Jing Kwan
08 Sihir
Map is updated, and Rhuul and Narika are up!