Ouroboreia |
Ouroboreia follows Mikahere, empowering her vision with magic sight.
Casting detect magic to inspect the stables, then the smithy.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Spellcraft: 1d20 + 12 ⇒ (3) + 12 = 15
Mikhaere |
Mikhaere does his usual cursory look around at anything that seems interesting (not a lot in an abandoned stable, really). Assuming no danger or 'fun stuff' (and no hollers of 'hey there's a fireball trap right where you're standing' from Ouroboreia), he'll clear out the crates sitting in front of the door before kicking the broken piece of junk down out of his way. Screw you, doors!
"Seeker's Folly," he mutters dryly to himself. "You sure this ain't just Torch's Folly?"
Perception: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Sior |
Nothing magical appears to Ouroboreia's enhanced vision, but Mikahere does find two sealed vials of salt crystals among the rubble within the storage room Craft (alchemy). Much of the barricade has collapsed onto and into itself, so removing it may take some time and even more effort. You can see the whisping sands of the courtyard beyond through some cracks and holes in the door.
Mikhaere |
Not at all bothered to spend a bunch of effort just to clear a path to a door back out into the courtyard, Mikhaere leaves through the long way, muttering to himself about what a waste of time that all was. "Salt! In a desert! As if you need less water! Pah!" He leaves the salt crystals with Ryster (boomsticks... alchemy... it was all pretty similar, right?) before moving over to the last untouched doorway and cautiously listening at it. And/or collapsing it inwards yet again.
Perc: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
Sior |
These large stone double doors are of much better construction, and it actually takes some doing for them to open. Within is a dark-filled chamber. A profound quiet has settled over this timeworn hall. Elegant stone columns line the passage, and hieroglyphics and colorful art depict scenes from a distant age. A small wooden door stands at the east end of the hallway, while a larger door leads south. The sound of steady splashing water is audible through an open passageway to the north, and large stone doors lead outside. One of the pillars has collapsed, and a crushed human corpse lies pinned underneath. The distinctive shape of a wayfinder peers out from under the body’s hand.
Roland Garros |
"Is zhat zhe sound of water I hear? Beware, zhis place does not look entirely stable." Roland points to the fellow under the stone.
He looks at the ground for signs of tracks in the sand to get an idea of the path this man took, or for others.
survival: 1d20 + 6 ⇒ (6) + 6 = 12
Guilford Baldwin |
"What's this? A dead Pathfinder agent, all the way out here? Do any of you recall something about his in the Chronicles?"
Guilford looks over the body, as much as he can, searching for a clue.
Detect Magic up as well.
Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16
Ouroboreia |
Ouroboreia ponders silently, wondering if she learned anything useful while reading the chronicles back in Sothis.
Knowledge (Local): 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge (History): 1d20 + 9 ⇒ (15) + 9 = 24
Sior |
Ouroboreia cannot recall any details on this expedition other than a slight remembrance that a team of Pathfinders were headed out this direction. Nothing ever followed that, just that they went.
Going over the fallen Pathfinder's belongings, you find that the backpack is pretty much crushed, but one item has survived; a steel canister. The wayfinder in the agent's hand is crushed and broken, but you can make out the inscription on the inside. "Congratulations, Asha. - V.L."
As Elena looks around the room, she notices that there are three figures on the mural surrounding the room. Additionally, she notices that each pharaoh bears a jewel on his head regalia: an emerald, a topaz, and a ruby.
Ouroboreia |
The wizardess pockets the wayfinder. "We'd better take it and return it to Skyreach so that this unfortunate fellow Pathfinder may be identified, and its name written on the Wall of Names." she explains with a sad, sour look.
Mikhaere |
Mikhaere peers at the canister for a few moments and eventually shrugs and pockets it. It seems to be the second steel vial he has in his backpack... for... some reason...?
Treading carefully around the crushed Pathfinder, he sneaks towards the sound of water and carefully peeks around the corner.
Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Mikhaere is hyperaware for some reason, but manages to stub his claw on a stone pillar as he walks by, letting out a loud caw of pain followed by a long stream of curses in Tengu. So much for stealth.
Sior |
At both points Elena and Mikhaere are at, there are doors leading deeper.
Behind the doors to the north:
The relaxing splash of water echoes throughout this tiled room. A large, pristine pool occupies much of the chamber, and a statue of a warrior-maiden serves as the centerpiece, endlessly pouring water from an ornate jar. A large carving on the east wall depicts a frightening man who stares at the viewer, with half his body burnt and ruined and the other half young and healthy. A withered corpse lies in the northwest corner.
Behind the doors to the south:
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. An open archway to the south is covered with wall carvings and leads to a hallway.
Roland Garros |
"I was not expecting to find zhis pool here. but it makes sense in a desert to build a fortress or temple around such as zhis. ."
Mikhaere |
Mikhaere arches a feathered brow at the painting; it seemed somewhat familiar. "Isn't that Nethys?" he asks the group, hoping one of them would be more religiously inclined than himself; the significance of it is lost on him. Instead, Mikhaere carefully approaches the withered corpse to investigate it more closely. He also has a look around on the magical plane, particularly at the fountain; it is strange to think that the water would stay so pure, despite the relative ruin of this place.
Spellcraft, if needed: 1d20 + 5 ⇒ (17) + 5 = 22
Ouroboreia |
Ouroboreia slowly moves forward in the room, taking abundant notes for her report. As she inspects the three jewels, she reflects on her jewelry knowledge to gain any insight about them.
Craft (gemcutting): 1d20 + 11 ⇒ (8) + 11 = 19
"The relationship between a pharaoh and the jewels is interesting. Do these symbolize the jewel sages? If it's the case, it may seem strange that neither sapphire nor diamond are present."
Then she turns to the northern room, inspecting it with magic and mundane eye alike.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Spellcraft (detect magic active): 1d20 + 12 ⇒ (10) + 12 = 22
Sior |
Thinking back on it, Ouroboreia does indeed draw a correlation to the gems and the sages. It seems they have been putting their mark on their surroundings.
Okay, going to need more Spellcraft rolls
In the room, there are several things emanating magically. The first is a belt around the corpse's waist which appears physically as a belt of mighty constitution, but the aura given off of it makes it seem as though it does quite the opposite of boosting the wearer's endurance.
Second, there is the fountain itself. Physically, there seems to be no way for the amount of water to come out of the jar. Indeed, it would seem that the water is coming from nowhere. Nowhere on this plane, at least.
Third, there is a wand within the pool. New spellcraft
Finally, a scimitar radiates magic from its place crafted onto the statue. Yep, spellcraft this, too.
Oh, Ouroboreia also notices a shape moving in the fountain's basin. As it is noticed, the creature, entirely composed of water and vaguely humanoid in shape, rises from the water and moves to sit by the statue. It babbles and bubbles at you with its head tilted to the side. Does anyone speak Aquan? Also, Knowledge (planes)
Ouroboreia |
Ouro will take 10 on her multiple Spellcraft checks, for a result of 22, 23 with guidance. She doesn't speak Aquan.
Knowledge (Planes): 1d20 + 14 ⇒ (12) + 14 = 26
Sior |
The creature continues to watch you as is bubbles some more.
Can I assume no one has picked any of the items up as yet?
Ouroboreia |
"This creature is a water elemental. It may be bound to this place - or not. The wand is a restorative one, and the scimitar is a dragonslayer's wet dream."
Ouroboreia |
I love puns, especially naughty ones. ;)
Ryster Demarkarios |
Unusually quiet, even for himself, Ryster follows along, keeping an eye out and finally pausing to examine the vials found earlier.
Belated Craft alchemy: 1d20 + 9 ⇒ (4) + 9 = 13
Mikhaere |
1 person marked this as a favorite. |
Mikhaere eyes up the water elemental curiously albeit cautiously. He had some familiar with the creatures, being one of his many-tooled arsenal of summons at his disposal, but had never considered actually communicating with one before. "None of you mages can cast comprehend languages or somethin'? Maybe just try and ... y'know, pantomime or whatever."
True to his word, the tengu nods to the elemental and waves in greeting. He even offers a greeting in druidic, on the off-chance that it can understand (or at least recognise the presence of a nature-priest).
Should that fail, he will sigh and have a look inside that canister he picked up earlier.
Guilford Baldwin |
Guilford looks up from where he has been reading, off to the side.
"Hmph. Why, yes, bird-man, I suppose that I could help out here. What's this then? An elemental creature?"
Guilford walks over and casts comprehend languages. He tries to speak to the creature.
"Do you understand the Common tongue? I can also speak Celestial or Draconic if it is of any use. I should now at least be able to understand you."
Guilford Baldwin |
To the group:
"She wants to know if we are here to keep her company, but she says she can't understand us. Not sure what to do."
To the creature:
He shakes his head slowly and shrugs.
"I can understand your speech now. Can you write?" Gil pulls out a pencil and a piece of paper and demonstrates.
If she can write, what I am hoping to achieve still may be impossible. I'd like to have her write something, then have someone transcribe my translation, then compare the two to figure out how to write simple messages in Aquan (if it can even be done. Aquan may not have a written form). I assume this would require a ridiculous Linguitics check, even if I can do it.
Ouroboreia |
"I may be able to help, Guilford. Even if I don't know Aquan, my expertise in languages is great."
The wizardess then helps to carry the messages across as well as she can.
Linguistics, w/ guidance: 1d20 + 12 ⇒ (17) + 12 = 29
Sior |
RAW, I'm seeing the only use for Linguistics rolls is decipher written words as opposed to spoken. Have been trying to find a skill which deals with communicating through a language barrier. Thinking Diplo with a penalty?
"You not company? Still alone me?"
When offered parchment, it moves to the side of the fountain, tracing her 'finger' on the dry stone, writing in moisture. Ouroboreia can suss out "Me Sellana."
Mikhaere |
While the translation is going on, Mikhaere inspects the vial and rock curiously. He's kind of useless when it comes to talking to people, so, well, better to at least keep himself busy in the meantime.
Detect Magic + Spellcraft - Rock: 1d20 + 5 ⇒ (13) + 5 = 18
Detect Magic + Spellcraft - Vial: 1d20 + 5 ⇒ (10) + 5 = 15
Ouroboreia |
Ouroboreia tries to befriend the creature with minor tricks to amuse it, then attempts to ask it if it would allow the Pathfinders to take the various items around.
Guilford Baldwin |
Guilford continues to aid in the translation. He points to himself and a page with his name written.
"Baldwin's my name, lass. Can't say how long we'll be here, but we can keep you company at least for awhile."
He tries various gestures of greetings and friendship common around the Inner Sea, particularly those of Osirion, Quadira, and Absalom.
Roland Garros |
"Zhat sounds like a solid plan. Maybe we will ding zomething to help with zhem if we continue."
Roland will grip his bow and move along, to follow as suggested.
Ouroboreia |
Speaking to her companions only when they reach the next room, Ouroboreia says "We should try and find something to trade to the elemental, maybe? What could a water elemental want? That being said, I think we ought to move forward in the ruins. I agree we can come back later."
Ouroboreia |
That being said, Ouroboreia inspects the rest of the room, taking abundant notes on this place.
Taking 10 on Perception check for a result of 20.