GM Skipper |
Jal dives into the water once more and finds a pit trap like the ones you have encountered before. Triggering it causes the room to drain, and Jal must exert himself to avoid being pulled with the rushing water.
Swim: 1d20 + 6 ⇒ (10) + 6 = 16
Once the water is gone, Jal spots a second trap right in front of the doors.
With the water gone, Lore has a chance to look at all the hieroglyphs.
I've added some more slides.
There are two distinct groupings, that she can see; four sets that were above the water line (Handout #1 on slide 2), and four sets on what seems to be the faint shape of a door (Handout #2 on slide 3). The second line of each set on the doors consists of buttons with a pictogram on each separate button. The meaning of the pictograms escapes Lore.
Lorelendral Teklet |
"These pictographs are not writing per se, or I should be able to read them, so the symbols must be some kind of code, probably for what the buttons do... anyone want to make a guess as to what they might mean?"
Eladrian |
"Thanks, Lore. I appreciate that!" Eladrian pants, standing straight. "Unfortunately, I do not have one of those, so I will just have to make do.."
Moving into the next room, he looks around with Lore at the pictures.
Code Breaker: 1d20 + 2 ⇒ (16) + 2 = 18
Code Breaker is a boon that allows me to use Linguistics at a +2 even untrained.
"The only one of these that matches between the wall over there and here near the door is this first one, but its missing the dog picture." Eladrian says.
pointing to the first line of pictographs on the second slide.
Myrdon Gharthrin |
Wow, I missed a lot after work and sleep. I have a wand of infernal healing so in the future I can also assist with healing.
Myrdon pulls out a scroll from his case and hands over Lore. "Here, I have this scroll that could heal some of the damage. I can't use it myself though - only those with divine connections can."
Garn has a scroll of lesser restoration with 5 charges on it. Think only restoration can fix the ability drain, but it can at least fix the ability damage. Just go ahead and roll for it, and I'll deduct the charges of. Think Shamak's con dmg is down to -1, so I think that leaves Eladrian's con dmg (-3), Shamak's str dmg (-2) and Lore's str dmg (-5).
Myrdon Gharthrin |
"The only one of these that matches between the wall over there and here near the door is this first one, but its missing the dog picture." Eladrian says.
"It seems to be missing the scarab icon, too?" Myrdon points out. Continuing, "But if you look at the top right hieroglyphs and compare to the second set on the door, the only icon missing is that of the chariot. Hmm, but I don't see a similar pattern for the rest though."
Myrdon ponders for a while longer, then adds, "Not sure there's any significance but for all 4 sets, the 2nd and 4th icon of each set of hieroglyphs always corresponds to the 2nd and 4th icon of the corresponding set on the door."
Lorelendral Teklet |
lesser rest on eladrian con: 1d4 ⇒ 4
lesser rest on shamak str: 1d4 ⇒ 4
lesser rest on lore str: 1d4 ⇒ 4
omfg... that was impressive
Lore turns to Myrdon and smiles... "Most effective... thank you for your generosity." she returns the scroll with 2 uses left on it. "Hang onto that... you might need it again. I think we should maybe all chip in a little to help you pay for the uses when this is over... I'd be happy to!"
Eladrian |
Eladrian claps Lore and Myrdon on their backs. "You have my thanks, gentleman. I am indebted to you both!!"
Seriously.. If the Society allowed for it, I would pay you back for that. I appreciate your generosity, Myrdon.
Myrdon Gharthrin |
Hey, it's only fair. As the squishy sorcerer, he'll always be hiding in the back, so it's the frontliners that would get hit with all these nasty things. A sorcerer's likelihood of survival is inherently tied to that of the frontliners. :)
Gaargh, the puzzle stumps me. Let it sit for a while...
Lorelendral Teklet |
"Gentleman?" Lore giggles at that.
Eladrian |
"It Math!" Eladrian exclaims, remembering his time in the Library. "Look: these symbols...." See Discussion and slide 4.. Im not clogging up the gameplay with this! lol
Myrdon Gharthrin |
"Of course, that's why the balance keeps appearing at the same spot. It represents equal! Now why didn't I see that. So yes, it seems to be some mathematical sums. Hmm, I wonder what the other icons represent then..."
I've got a theory over at the discussion thread.
Lorelendral Teklet |
"I got smacked in the head last mission I was on... now I can't do math anymore... " Lore wrinkles her nose, then laughs... "Just kidding about the whacked in the head thing.. I was just never good at math."
Shamak |
Wow, thanks a lot for your generosity, Myrdon and Lore!
Shamak is eager to be healed and thanks profusely his companions.
However, he wrinkles his eyes at the puzzle.
Eladrian |
I think that we should follow Myrdon's theory.. and in the order they are presented on the doorway. I think that would be pressing: squiggly, beetle, scorpion, and dog, in that order.
GM Skipper |
Pressing the buttons cause the door to open, revealing a short stairway leading up to the center of a hallway with identical doors at either end. The floor here is barely damp. Each doorway features a simple stone handle. On the passage’s northern wall are two figures in bas-relief: to the west, a human man holding an ankh in one hand and a khopesh in the other; to the east, a jackal-headed man double-wielding twin kukris.
Map updated.
Eladrian |
Once everyone is ready to move forward:
Eladrian will lead the way, carefully searching for more traps as he follows the stairway to the hall. Here he pauses, keen eyes searching again. Once he is certain it is safe, he will move out, looking at each door.
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
+3 vs traps
Eladrian |
Take 10 on Disable Device for 21
Eladrian calls out the trap, then goes to work trying to render it inoperable.
Jhon Doe |
Yesterday I coudn't see the forum and you had advanced a lot, wow.
Had you finished, Eladrian?
Lorelendral Teklet |
Lore will cast guidance on Jal before he begins (make that 25 a 26)
Jal Vaduva |
"I say we follow the direction of Jackal-head," says Jal, "This is his tomb, right?"
Unless someone has a better idea, the Varisian moves to the corresponding door, which he searches for traps before opening it.
Eladrian |
Eladrian draws his bow and sets an arrow to the string. Once all is ready, he gives Jal a nod to open the door.
GM Skipper |
Brilliant treasure fills this room. From every angle, gold, silver, and myriad gems catch the light. While the floor is a soupy morass and mold grows up the walls, the Dog Pharaoh’s treasures sit atop shelves untouched by the grime below. An ornate sarcophagus lies on a dais at the far end of the room, mold growing up its sides.
Eladrian |
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
Perception: 1d20 + 13 ⇒ (15) + 13 = 28
"Don't mess with any of the treasure.." Eladrian says "Its fake, and god only knows what other traps may be in here. On the other hand, there is a secret door across the room."
GM: Before we enter the room, does Eladrian see anything odd about the mold or anything else in the room? The way things are going, I am not putting my trust in anything!!!
Myrdon Gharthrin |
Wait, wasn't Eladrian at the western door? The room revealed is the eastern one? But I guess it's fine either way.
From behind the heavy hitters, Myrdon mutters the arcane words, "මැජික් හඳුනා!" and he scans the room, looking for the telltale aura of anything magical.
Myrdon casts detect magic
Jal Vaduva |
Know (Dungeoneering): 1d20 + 7 ⇒ (12) + 7 = 19
Jal scowls at the fake wealth, but nods at Eladrian’s perceptiveness. ”Nice.” He points to the mold. ”That should be harmless,” he says as he moves into the room, "but I can't think of a reason to mess with it, either."
First, he stops at the sarcophagus, taking some time to search it for anything interesting. Or anything dangerous.
Perception, sarcophagus: 1d20 + 13 ⇒ (11) + 13 = 24
Then he does the same for the hidden door.
Perception, secret door: 1d20 + 13 ⇒ (19) + 13 = 32
Jal Vaduva |
Given that, Jal would have been taking odd, but stand-out looking bits and pieces as we go. Those little thingies from the first (eastern) room and a few shines from this room are likely candidates.
Jal—not finding anything dangerous—takes a bag from his pack—the same bag he placed a few of the little statues from earlier into—and scrapes some of the gold and gems into it with one of his knives. If anyone asks what he's doing, he shrugs, "When the bosses say frog, I jump."
Then, sliding the sack back into his pack, he moves to the secret door, which he opens as quietly as he can, peeking inside for threats before sneaking beyond.
Perception: 1d20 + 13 ⇒ (4) + 13 = 17
Stealth: 1d20 + 12 ⇒ (19) + 12 = 31
GM Skipper |
1d20 + 16 ⇒ (3) + 16 = 19
1d20 + 16 ⇒ (6) + 16 = 22
Jal slides the secret doot open, revealing a long, dank hallway containing three sarcophagi arranged down the center of the floor. The floor, walls, ceiling and the sarcophagi themselves are completely covered with a layer of dull brown fuzz. A door in the eastern wall at the south end of the room provides the only exit aside from the secret door to the north. The air here is unnaturally cold.
Jal senses no threats as he advances into the room.
Map updated.
Jal Vaduva |
Would that previously-rolled Dungeoneering check regarding Brown Mold reveal anything else about the stuff? Or do I need a new check for more information. The brown fuzz on everything and dropping temperatures have my Adventurer Senses tingling.
add'l Know (Dungeoneering), if necessary: 1d20 + 7 ⇒ (6) + 7 = 13
If Jal knows something dangerous about the brown mold, it'll likely change the following actions.
Jal pauses for a second, uncomfortable in the unnatural-feeling cold. "Can someone check this room for magic?" he whispers to the group behind him as he scans the room.
Once one of the group's magic-users begins checking for magic, the Varisina creeps forward, body tense as he moves towards the room's other exit. (If he gets there without springing a trap or something) he checks it for traps and listens at it before quietly opening it.
Perception, south-eastern door: 1d20 + 13 ⇒ (10) + 13 = 23
Stealth: 1d20 + 12 ⇒ (18) + 12 = 30
Lorelendral Teklet |
Lore scowls at the sight of the brown fuzzy stuff... and casts guidance on Jal before he proceeds to the southeastern door.
GM Skipper |
Actual Brown Mold deals non-lethal cold damage to adjacent creatures, but non of the patches you've seen so far are capable of causing harm. You also know that fire causes it to grow rapidly, while cold damage instantly destroys it.
1d20 + 16 ⇒ (9) + 16 = 25
1d20 + 16 ⇒ (18) + 16 = 34
As Jal ventures deeper into the moldy chamber, the lid on the furthest sarcophagus slides open, and a creature wrapped in moldy linens rises.
Lore: 1d20 + 2 ⇒ (3) + 2 = 5
Jhon: 1d20 + 4 ⇒ (19) + 4 = 23
Myrdon: 1d20 + 2 ⇒ (14) + 2 = 16
Eladrian: 1d20 + 8 ⇒ (13) + 8 = 21
Shamak: 1d20 + 3 ⇒ (5) + 3 = 8
1d20 ⇒ 16
Combat Round 1
Bold may act
________________________________________
Jhon, Myrdon, Eladrian
Mummy
Jal, Lore, Shamak
The mold on the mummy is actual brown mold, cold damage and all.
Shamak |
Wow, that was so fast, I couldn't follow. ^^
Shamak is ready to cheer but not quite.
Myrdon Gharthrin |
Myrdon lays his hand on Aegis and incants an arcane word, "පලිහ!" as a magical force surrounds his pet companion. However, he holds Aegis from attacking just yet, instead letting the mummy draw nearer first.
Cast shield on Aegis, but won't send him to attack just yet. Will let the mummy move closer first.
Eladrian |
Eladrian curses as the mummy rises from the sarcophagus. "I hate dealing with the undead.." he says, staring hard at the creature. Studied Target He then carefully puts two arrows into the air at the creature.
Attack: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage: 1d8 + 2 + 2 + 2d6 ⇒ (2) + 2 + 2 + (1, 5) = 12
Damage: 1d8 + 2 + 2 + 2d6 ⇒ (5) + 2 + 2 + (4, 2) = 15
GM Skipper |
Botting Jhon.
Jhon moves into the room and readies himself tom strike any enemy foolish enough to get close.
The moldy mummy clambers out of the sarcophagus and shuffles up to Jal. As it gets closer, its burning red eyes start to haunt Jal and Jhon.
Will, Jal: 1d20 + 6 ⇒ (2) + 6 = 8
Will, Jhon: 1d20 + 2 + 5 ⇒ (1) + 2 + 5 = 8
That's not good... Any tricks up your sleeves? Otherwise:
Jal and Jhon freeze in place, paralyzed by fear. 1d4 ⇒ 1
To add inuslt to injury, the mold on the mummy saps the warmth from Jal's body.
Non-lethal cold damge: 3d6 ⇒ (2, 3, 2) = 7
To make matter even worse, the lids of the two other sarcophagi slide open, and two additional moldy mummies rise from their graves. The mold on the mummy closest to the entrance affects both Jhon and Jal immediately.
Non-lethal cold damge: 3d6 ⇒ (3, 4, 4) = 11
Eladrian and Shamak feel the malevolent presence of the nearest mummy as well.
Will, Eladrian: 1d20 + 3 ⇒ (15) + 3 = 18
Will, Shamak: 1d20 + 8 ⇒ (18) + 8 = 26
They both resist the horror, though.
Combat Round 1/2
Bold may act
________________________________________
Jhon (paralyzed, 11 non-lethal damage), Myrdon, Eladrian
Mummies (red: 17 damage)
Jal (paralyzed, 18 non-lethal damage), Lore, Shamak
Myrdon Gharthrin |
Myrdon utters an arcane word, "ඉක්මන්!" as he tosses some powdered licorice root into the air, which quickly settles on everyone in the party except for himself.
Caste haste on everyone in the party except for himself.
Haste rd 1: +1 attack, AC and reflex save. Additional attack when making full attack. +30 ft movement.
He then raises his hand, pointing at the nearest mummy and commands Aegis to attack it.