Sveinki Uðr |
"Not wise means they'll attack us and we'll have to destroy them, eh? Well, let's not go there. It sounds like maybe we should start with the sage jewel and then they'll be friendly and we can explore this area safely before passing through the portal."
Sveinki Uðr |
"All right. Let's have a look at this breech and the tunnels behind it. Then we can check the other rooms before we go back up."
Let's have look through that section that looks like tunnels starting with the back of this room. Then we can go look at the hallways to the east and that other door on the map.
GM Farmagnuðr |
The tunnels here gradually ascend west to the surface and desert outside. Any creature that can fit through them could get into the archive here. You think that´s probably worth reporting.
Saruna means:
That´s bad. I didn´t know there is such a breach. Not good for the books
Any interactions here?
Going through the corridor opposite you find a small room with a small bed, a workbench, and several hanging blueprints occupying it. It seems a very long time ago someone slept here.
You recognize a framed blueprint on the wall as the original plan for the royal palace inside the shell of Ulunat, the Spawn of Rovagug
destroyed by Azghaad I, and earn 1 Preservation Point.
Cartmanbeck's High-level pregen |
"Well, given that hole there, we should expect to run into some more critters down here, I would think."
Cartmanbeck's High-level pregen |
I don't know what else to do. I don't have Kn. Eng or History unfortunately. If no one else posts something different to do soon, I guess we can head back upstairs?
Oloch Pregen |
Oh, I had typed something earlier on wayfinder, I guess it didn't post. It seems I made a mistake choosing Oloch, he is surprisingly roll play based. Very few useful skills.
"Upstairs then?"
Sveinki Uðr |
Warpriests unfortunately do not have a lot of skill points.
"Hold. While I do not know what these blueprints represent, I am uncomfortable leaving this place exposed for anyone to enter through this breach. Perhaps we could work together to repair things?"
Sveinki doesn't have knowledge (engineering) or knowledge (history aside from the dwarves). However, I would think that through some brute labor we ought to be able to seal things back up until the Diamond Sage can get a better repair underway.
Cartmanbeck's High-level pregen |
"Sounds like a plan. Let's get started." Crowe grabs anything heavy that he can find and starts shoving it into one of the holes, trying to plug it up with brute force.
Sveinki Uðr |
Sveinki also puts his back to the task and helps to seal the breach. "I don't have the skill with stone of all of my kin, but I should be able to help."
No Knowledge (engineering), but I do have Knowledge (dungeoneering) and stonecunning if those count for anything.
Knowledge (dungeoneering): 1d20 + 3 ⇒ (14) + 3 = 17
GM Farmagnuðr |
You´re pretty sure that your climbing skills would help pick the best boulders lying around.
Saruna helps out: aid another climb: 1d20 + 8 ⇒ (9) + 8 = 17
Yeah found a new use for climb^^ Please give me a climb check. You may aid another of course.
It´s a good idea to seal off this tunnel so no further invaders can disturb the archive!
Sveinki Uðr |
Climb, eh? That's got to be Crowe.
Sveinki attempts to find the best boulders to help roll into place, but quickly finds himself unbalanced atop a not particularly high one and rolls onto his back, turtled in his heavy armor. "Not much help on looking for materials I'm afraid, but I'll help you get them into place."
Climb to assist: 1d20 + 2 ⇒ (2) + 2 = 4
Sveinki Uðr |
Ah, that would be much better. How about I take 10 for the auto assist and we have Crowe take 20 for the 28, plus all of us who assist. So, he's at 32 right now from Saruna and Sveinki.
Cartmanbeck's High-level pregen |
Crowe spends several minutes climbing and heaving rocks into place, and eventually fills up the two holes. Giggity.
GM Farmagnuðr |
Sweating for 20 minutes of hard work, you manage to pile enough rubble so the tunnel is kinda sealed.
Saruna then leads you upstairs to the room where you first met her.
This is a chapel of Toth. When the moonlight shines, i will perform a riutal that will cleanse this flawed and cursed jewel, so we can transform it into a sage jewel. The time should be soon.
It turns out, soon for someone who inlived that long is different than your soon and nearly a day later you see the first beams of moonlight entering the chapel through some device in the ceiling.
Saruna takes the jewel, the former soul focus of the now deceased Badru, to the altar and begins chanting...
The chanting and incantations last for over an hour as the jewel is bathed in moonlight and you can see mysterious shadows and silver sparks gliding around it, but eventually it is finished.
It is now purified she remarks, presenting it to you.
Go down to the golems, present it to them no matter what they do, to absorb the blessing of Isis. This should weaken the golem and transform the jewel. Afterwards i believe the golems should not attack you anymore.
Who volunteers?
Sveinki Uðr |
"Very well Crowe. Saruna, is there nothing else we should see in the ancient archives and lore of this level? If not, we will go downstairs."
GM Farmagnuðr |
Map.
Crowe steps forward into the chamber, presenting the false sage crystall to the large cristalline golem with both hands.
immediately, the golems turn around and face him, both ready to attack and clean the chamber of any unwished intruder. Seing the crystal, the cease their attack though.
On the chamberfloor you find the broken remains of half a dozen creatures.
Luminous glyphs cover the central pillar, providing dim illumination. Studying the column with the help of Saruna, you learn how to activate it with a sage jewel.
Presenting the jewel once more and incantating the necessary phrases, you try to activate it.
At first, nothing happens though.
You try again....
Doing so causes the pillar to fracture and spiral open, revealing a 10-foot-wide ring gate.
Sveinki Uðr |
Sveinki studies the broken remains of the creatures failing to make sense of them, then takes some notes on the glyphs covering the pillar. "These could be helpful to the sage." He scratches his head when the first attempt fails and then the second succeeds. "Now why do you suppose that is? Things just rusty after all this time?"
Knowledge (planes): 1d20 + 7 ⇒ (3) + 7 = 10
I'm going to cast divine favor before we go through. Seems like a likely moment to need it.
GM Farmagnuðr |
Short summary:
Venture-Captain Norden Balentiir requested you to travel to the Sanctum of the Sages in Sothis. There you met Tahonikepsu, the Diamond Sage, who asked you to investigate the western halls, a vast archive containing the sages’ physical records and relics.
Tahonikepsu removed the spell that sealed the archive, but in doing so, she seemingly alerted the trapped inhabitants.
Two acolytes of the sages have waged a millennia-long struggle for control of the archive’s upper halls, and you quickly became entangled in their struggle. After some negotiations you sided up with the Gyno-Sphinx Saruna and destroyed Badru.
Then you descended into the lower halls and discovered the portal to the Jeweled Sages’ library is inactive, and mythic golems guard the entrance. With the Diamond Sage absent and relics disappearing, Saruna suggested you craft a counterfeit sage jewel to trick the portal and reach the library in time.
Crowe just stepped through the gate and disappeared there.
Will the rest follow?
GM Farmagnuðr |
You step into the light and immediately a feeling of vertigo makes you loose all orientation. Split seconds later you erupt somewhere else..
A cool breeze swirls off the water of a vast underground lake surrounding this location, carrying the scent of old parchment from the vast library. To the north, three statues appear to support an immense crystal. Constellations shine in the darkness above, while a luminous solar disk drifts slowly north to south, brightening the library with golden light. A door to the south leads into a small building.
Cartmanbeck's High-level pregen |
"Yes. Never leave a door behind that enemies could come out of."
Crowe walks over to the door right behind him and kicks it open (as long as it's unlocked).
GM Farmagnuðr |
Mysterious Dice Roll: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7
The library is an artificial island in a vast underground lake. Its floor consists of thick marble tiles, and the structure is ringed by a low iron railing that minimizes accidental falls. The water surrounding the library seems shallow, though it seems to get deeper the farther from the island away, judging by the colors. The cavern’s ceiling rises from 100 feet in height at its edges to over 300 feet over the library.
Wondering where the light comes from, you look aboce, where a 30-footdiameter solar disk that gradually migrates across the
cavern’s ceiling, shedding light much like the sun, levitates.
Something seems to be wrong with it though....
After a second of shock, you realize what: It´s falling towards the huge crystal beacon and will collide with it in some minutes.
Probably not a good thing or healthy to be around!
Round counter is on now. This is round 1.
Crowe gently push the door, which swings open as if it were new.
This rest area provides water and bathing facilities for sages and their acolytes. Cabinets hold incense and soap for ritual cleansing before handling any of the materials in the library. A metal mirror frame depicts men and women in erotic and tortured poses.
the reign of Ahabaris I, the Pharaoh of Long Shadows, earning 1 Preservation Point.
Sveinki Uðr |
I can't attempt either of those rolls.
"Much as I'd like to explore the library, I don't think we have time. It looks like things are about to get messy down here. Let's see what we can figure out about that beacon." Sveinki hustles around the marking on the floor in case they are a magical circle of some sort and then rumbles down the stairs toward the beacon.
Map
Cartmanbeck's High-level pregen |
"Agreed. Let's see if we can find some way to stop the damn thing."
Crowe follows Svienki, looking around for switches, dials, or anything that might stop the thing from falling.
perception: 1d20 + 10 ⇒ (8) + 10 = 18
Cartmanbeck's High-level pregen |
A halfling in blue robes pops through the gate behind the group. "Hi, I was sent to help you all, and it looks like you might need it!"
Perception aid: 1d20 + 1 ⇒ (14) + 1 = 15
Knowledge(arcana) on the orb and crystal: 1d20 + 15 ⇒ (13) + 15 = 28
Knowledge(history): 1d20 + 10 ⇒ (5) + 10 = 15
Knowledge(nobility): 1d20 + 10 ⇒ (17) + 10 = 27
"Looks like that work was from the reign of Ahabaris I, the Pharaoh of Long Shadows." Hooray Preservation point!
I've made the assumption that she'd have mage armor and an extended shield cast on herself, as well as the extra 10 temporary hit points from her arcane barrier ability. (These are things I would think she'd cast on herself before going through a mysterious portal.)
Sveinki Uðr |
Sveinki looks back over his shoulder, "Just in time. The Ten are wise indeed. When you're done in there I think we could use your knowledge having a look at this thing over here."
Oloch Pregen |
Oloch also aids in the search for controls.
aid perception: 1d20 + 4 ⇒ (12) + 4 = 16
He nods to the halfling, uses his war mind blessing for +10 movement, and heads towards the north of the room.
GM Farmagnuðr |
Assumption granted
Round 2
Finishing the inspection of the small room and greeting the much welcome halfling, you look around and scurry into different directions.
In this moment you notice three large creatures. One humanoid just stands around there motion- and emotionless watching as two marblelike and winged centaurs approach you from different sides.
Who is holding that flawed sage crystal you created? Where is it, in your hand or pockets? Not that time is running here, in rounds, so movement and all such is bound by it. Speaking is a free action though untill skills come into play.
As one of them speaks to you, a strange feeling overcomes you. You see the mouth moving, but the movements make no sense to you, yet you understand it perfectly.
Hold there! Who are you and what is the meaning of your intrusion here? Tell us your business and your allegiance!
In the north you notice the three statues holding the crytal beacon seem to be surrounded by a force field, which shimmers in the light a bit.
All the while over your heads the artificial sun moves in slow motion towards the crystal beacon.
Ob the left and right island are 20 feet tall shelves with ladders on each side, interspersed with benches, tables, and chairs. A roof covers the central shelves.
Map.
Cartmanbeck's High-level pregen |
"We work for the scarab sages. We have proof. Svienki? Show him the rock."
I think our lost player was actually holding it, but let's say Svienki is now?
Oloch Pregen |
works for me.
-Posted with Wayfinder
GM Farmagnuðr |
Everyone including Enora may make a sense motive check.
Originally invented and forged in the Outer Planes by the axiomites, inevitables are living machines whose sole purpose is to seek out and destroy agents of chaos wherever they can.
These are Zelekhuts: Winged, centaur-like constructs who track down those who flee just and legal punishment, returning them to their rightful judges or carrying out the sentence themselves.
They have DR5/chaotic and SR 18
Cartmanbeck's High-level pregen |
Crowe Sense motive: 1d20 + 0 ⇒ (17) + 0 = 17
Enora Sense motive: 1d20 - 1 ⇒ (10) - 1 = 9
Enore kn.arcana: 1d20 + 15 ⇒ (20) + 15 = 35
Sveinki Uðr |
Sveinki stops moving toward the structure, "I will hold while we speak. I am Sveinki Uðr. Servant of Torag and enemy of those that would deal evil and disorder unto the world. We have come to this place at the behest of the Diamond Sage, Tahonikepsu. We hope to reopen the archive here or if it cannot be reopened, to document as much as we can. We have been directed to be cautious in this endeavor, lest we harm what we have come to preserve." Sveinki gestures to the artifical sun, "Yet the motion of the sun worries me. It seems to be on a dangerous path that could lead to the harm of all of us and the loss of the precious manuscripts in this library. Will you help us or do you intend us harm?"
Sense Motive: 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge (Planes): 1d20 + 7 ⇒ (1) + 7 = 8
Diplomacy: 1d20 - 2 ⇒ (19) - 2 = 17
GM Farmagnuðr |
Melee 2 chains (electricity and trip) Reach 10 ft.
Defensive Abilities constructed; DR 10/chaotic; SR 20
Senses darkvision 60 ft., low-light vision, true seeing;
You can see how the face of the zelekhut clouds as you mention the jeweled sage.
The Jeweled Sages are criminals rebelling against the legitimate Keleshite authorities. Twelve of us tracked the Jeweled Sages to this sanctum, conscripted elementals to help break into the archive, and chased the Amethyst Sage through the portal and into this library. Only the two of us you see survived to confront the sage. The sage fled and sealed the entire site though!
Since then we agreed with that marut over there that this is our jurisdiction here and our duty to bring the sage to his deserved end, for both him and we clearly are operating under legitimate orders
resulting in similar but not identical outcomes.
Our mandate to bring the entire organization to justice provides us priority and the judicial right to lead any further investigations here.
We were waiting here since a long time and now you servants of those criminals have come here? How dare you?
Sveinki Uðr |
Sveinki frowns, "I am troubled by your words. It seems you have been trapped her for many eons. There are no Keleshite authorities, at least in the lands above this archive. The Jeweled Sages of this day are no criminals. They are seekers of knowledge like many in the Pathfinder Society. The sage you seek is long dead. Perhaps a better solution would be to free you from your prison and allow you to return to your home land. Will you work with us to make this archive safe and to return you home?"
Diplomacy (even though you guys really do not want Sveinki being your lead for Diplomacy!): 1d20 - 2 ⇒ (1) - 2 = -1