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Heiroglyphs
Agraic, Adeah, Rogelio, and HenrickThe pathfinders can't make a lot of sense of the Osiriani text, but Henrick manages to deduce some ideas.
Not the called for skill, but on a nat 20 with a bunch of good assists for religion, I'm going to pay it -
DM Shifty, what was Henrick able to deduce about the glyphs? I think that will help with our current puzzle.

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Ok! Much easier now. On my phone, so I have to be terse...
Magrim nods knowingly to the elemental's gestures. He moves the glyphs so that "Destruction", "Rune", and "Knowledge of Death" are on the damaged side. He puts "Preservation", "Prosperity", and "Knowledge of the World" on the corresponding locations on Nethys' undamaged side.

Shifty |

The wall splits along the seam, revealing another room!
The rich scent of palm wine, cinnamon, and myrrh fills this magically illuminated storehouse. Each wall has deep slots filled with papyrus scrolls. A white-and-black marble altar enveloped in faint wisps of faerie fire sits squarely in the center of the room. A ladder to the south leads up to a walkway, with more shelves and a golden sarcophagus.

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Hnerick bows and says "Thank you!" to the elemental, even though she may not understand it. While a wand and wayfinder might be worth retrieving, this time making a friend might be the better value.
Then he heads into the secret room, looking for any traps.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9 +2 if any undead concerns

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But I've been wrong before, Adeah thinks with relief as she makes her way into the next room. Though she's rarely gotten injured or even exposed to much real danger since joining the Society, taking her place away from the front lines, her luck could always change. Each mission is a roll of the dice, and the dice have no memory.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

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The half-elf bows slightly to the water elemental.
"Thank you for your help, guardian." It probably won't understand the words, but it doesn't hurt to be polite.
He'll turn away from the spirit and slowly retrieve his guisarme to approach the next room.
"Maybe we can find some way to communicate with her in this room, so we can retrieve the wayfinder, at least. There was an expedition here, we need to document their path as well as our own, now."
The Grand Lodge and the Decemvirate would insist on it.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Shifty |

The archive contains a trove of history from the Age of Destiny that the Jeweled Sages managed to preserve through the decline of the pharaohs and the purges directed against them. The altar is consecrated to Nethys.
The sarcophagus contains a mummified corpse. A small shrine next to the sarcophagus holds coded notes in Ancient Osiriani.
Searching the shelves reveals a collection of spell scrolls

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"This is a treasure trove of information, folks! We are doing the Society proud today, I think."
Henrick looks over the shrine to see if he can decypher any of the notes.
Knowledge, religion: 1d20 + 8 ⇒ (9) + 8 = 17

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Magrim searches the scrolls for something useful, shouting with joy at one of them. He casts it (Elemental speech: Aquan) and approaches the water-creature.
I believe I can understand you now, but only for a short while. Can you tell us what happened here? We are pathfinders, and that wayfinder at the bottom of the well belonged to one of our members.

Shifty |

"I am Sellana"
"This large fountain was originally filled from the courtyard well and was used for bathing, relaxation, and clothes washing by visitors. The sages knew they might be in hiding for some time and used their magic to create a link between the fountain and the elemental plane of water"
"I have been commanded to protect this room and the chamber beyond, ordered to stop people tampering in and with the pool, and to attack any who try move into the archives without solving the puzzle".
"Although I have fulfilled my duties faithfully, my captivity and isolation leave me craving freedom or at least some form of stimulation to break the monotony. When the strangers explored the room, I captured one, forcing him to stay and keep me company; however, she don’t understand why he wasted away and died..."
She hands over the Wayfinder.
"To the south of here is the great cavern and the hallway to the great Gathering Hall, I am unsure who might be there"

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Greetings, Sellana. Thanks for your help, and I'm sure the sages appreciate your vigilance. I am Magrim. Do you remember how many strangers were with the one who died here? I believe that wand may have belonged to our companion--d'you mind if I go fetch it?

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Fair enough--what about the statue's sword? You and I are on the same side, but you're bound to this room. We will use it against the strangers who failed to solve your puzzle. They are our enemies as well.
If she allows, I'll take it to examine further, as well as the belt on the corpse.

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Magrim frowns--his knowledge of binding elementals was non-existent.
Do you know the terms of your service? We are working for the Jeweled Sages--perhaps we can release you...

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Magrim, are you translating for the rest of the party? You hadn't stated and I didn't want to presume.

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Sorry, yeah, assume Magrim is relaying the information to the party. I definitely need some help figuring this out! :-)

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"Just making sure, was there a *limit* on yer terms of service? I mean, do ya just have to stay there until someone gets the door right? That'd be kinda a bastard move, havin' ya stay there forever, and probably not a legit contract?"
Agraic's basically asking 'Is her job here done now', or 'Is there something else she needs to do'?

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"Wow, ya've been here a long time! That must mean ya've seen a lot 'f things. We're with a group that likes t' record lots 'f things. Wouldja like others of our group t' come an' talk to ya in the future if we can't find a way to release ya?"
Living history here, even!

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Yep, I'd like to take the belt before we go, unless the elemental objects when I move to do that.
Take care, Sellana. Until we meet again.
Ready?

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Can we get some sort of ID on the belt? Agraic would wear it, but would also pass it up for someone else if it would fit them better? Don't have the skill here, or I'd do it.

Shifty |

I think only Henrick has Spellcraft (it's above his Take 10 though)
Leaving the well, you check the western room.
This storage space housed food and supplies for the fortress. The walls, floor, and ceiling are charred, and the burnt remnants of a few splintered boxes and barrels and a handful of corpses are scattered to the edges of the room.
There is nothing of interest here otherwise.
***
You push south and open the large doorway revealing a cavern beyond.
The ceiling of this natural cavern sparkles with thousands of tiny crystals, while the center of the cave is split by a chasm that wends deeper underground. A stone bridge stretches over the gap. At the center of the bridge rises a black granite obelisk, covered with gems and hieroglyphics. The obelisk is a masterpiece of sculpture, with flawless lines and beautifully rendered images of the past. Large double doors provide an exit to the north while an open archway to the south is covered with wall carvings and leads to a hallway.

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We'll give it a try, but not sure that will do it...
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17

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Nice!
Adeah peers at the obelisk suspiciously. "Why do I get the feeling there's more to that thing than it looks?"
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
-Posted with Wayfinder

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Agraic puts on the belt and catches up with the party.
And then he sees the pyramid and his shoulders slump a bit.
"...could really use some ponies right about now."
Wisdom Check(to avoid just chopping into the pyramid): 1d20 - 2 ⇒ (2) - 2 = 0
"...gonna kill us.. gotta stop it... gotta... ****'n' pyramids!" What did that pyramid ever do to him?
Well, to be honest, it's not the first one of these things he thinks he's seen...
Mwk guisarme(reach against pyramid): 1d20 + 7 ⇒ (5) + 7 = 122d4 + 6 ⇒ (2, 3) + 6 = 11

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Kel is also wary of the pyramid, and his hand involuntarily goes to one of the acid flasks on his bandolier.

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"What now>? Another one?"
Henrick readies his urgrosh and stays alert.

Shifty |

1d20 ⇒ 1
Agraic moves in offensively.
Spirits pour out of the obelisk, and a wave of desert heat washes over the area. The spirits dive at Agraic, grasping for him.
1d20 + 6 ⇒ (1) + 6 = 7
Agraic manages to dive aside just in time to avoid the spectral hands and scuttles backwards towards the party.
The whole cavern fills with visions of the dead rising up from ancient tombs, armies of divs marching forth from a massive structure of black stone, and a plague of locusts sweeping over the land. These visions last around twenty seconds then everything settles once more to blackened silence.

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The haunted warrior blinks a few times as that happens.
"..."
"Okay, um... not so great an idea... someone else got one?"

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Knowledge(Religion)Untrained: 1d20 - 2 ⇒ (8) - 2 = 6
Agraic attempts to remember anything he might have been told during training about such a strange item. His faulty memory doesn't help, though.

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Knowledge, religion: 1d20 + 10 ⇒ (3) + 10 = 13 Doh!

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This place is haunted by restless souls, and I don't know how to give them their peace. We should press on before they return, and be on our guard when we pass this way again.

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"I agree, but... There's only one way across. Just make a dash for it and hope that thing doesn't kill us?"

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Agraic volunteers for the suicidal charge across the chasm, but he'll hold up just before the doors. That just looks menacing.
To move things along.

Shifty |

Adelah 1d20 + 9 ⇒ (14) + 9 = 23
Agraic 1d20 + 4 ⇒ (13) + 4 = 17
Henrick 1d20 + 8 ⇒ (18) + 8 = 26
Kel 1d20 + 6 ⇒ (9) + 6 = 15
Magrim 1d20 + 9 ⇒ (8) + 9 = 17
Rogelio 1d20 + 4 ⇒ (20) + 4 = 24
Wow
As you all push across after Agraic, you notice a faint point of light at the bottom of the chasm around 50' below. it is still, and glowing about as bright as a candle.
the strange obelisk is masterfully carved and has what are clearly significant glyphs carved on its surface and inlaid with jewels.

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"What do you think that is down there? Worth a look? I got some rope, but maybe not enough to secure and make the descent, but if we have another, we can rig something up."
Henrick starts digging the rope out of his pack.

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Kel pulls his own rope out.
Got some right here mate. Never leave the Lizard without it...