Sior
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Got it! Missed that with these distractions.
At the top of the stairs, the sentry post stands before you. The door, at the slightest nudge, falls off its rusted hinges and clatters to the floor. Within this respite from the storming sands, a rotten table and bench lay awaiting their next occupants. A door on the far side hangs awkwardly off one hinge.
Teric Cain
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Teric walks in and surveys the room. "I think we are the first ones here in a long time." He moves to see what he can see in the distance from the vantage point.
Perception: 1d20 ⇒ 13
Prothero Crace
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Prothero crosses the room and tries to peer around the dilapidated door on the other side. If he doesn't see anything immediately dangerous, he opens the door and goes through.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13 Tied with you, Teric!
Will then take 10 for a 19, to actually look around the door rather than trying to stare through it...
Sior
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Even from this vantage point, there is not much you can see towards the courtyard. The blowing dust enshrouds everything beyond. Out over the desert from whence you came, however, you find a commanding view of a vast empty desert.
The door on the other side of the room appears to lead to another empty room, though there is a stone chest contained within. Seeing no dangers, Prothero nudges the door, causing it to also fall from its precarious perch and fall with a clatter. The chest is slightly open showing there to be some crossbow bolts contained within.
Borax Bulan
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Borax will check the chest for traps several times.
Perception Take 20=25
Borax also examines the structure with a critical eye
Knowledge Engineering Take G10=20 + 1d6 ⇒ 6
Teric Cain
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Teric casts his detection spell again and he peers over Borax's shoulder at the chest. "Someone may have already taken what's really valuable."
Detect Magic
Darvik Willowbrook
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Terrific, magic projectiles. I'm not sure that really helps us much. Darvik's mood is turning sour, though that's not all that unusual. If we wish to keep searching, let's try one of those other doors.
Prothero Crace
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"I agree, Darvik, let's keep moving," says Prothero, "it'll be a fine thing if we can finish our business here before the competition even shows up."
He heads back down the stairs and toward the single door on the west side of the compound. He takes a careful look and listen, then opens it up.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Everyone okay with checking out the top left corner of the map, for completeness, before we venture through the double doors into the main structure?
Sior
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5 +1 bolts, Borax.
The western door is silent, as is the room beyond it. The stone building which it leads into once provided housing for a caravan’s beasts when the fortress was active. Only the stone has survived intact, with empty sockets for lanterns at even intervals. Ancient tools for leatherworking sit on a table to the south, next to an empty stone trough. Barren stalls line the north wall. Another door stands (barely) to the eastern side of the stables.
Borax Bulan
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"Any magic in here?"
Borax is taking now of the building with an architects eye, i.e. G10=20 on K. Engineering/Dungeoneering.
Borax Bulan
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Borax tries to figure out where there is a raging sandstorm in the main room[/ooc]
k. Nature Take G10-20 + Insp. Is there no roof or something.
Prothero Crace
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"Glad you also think we should check the outbuildings first, Defah," says Prothero, as he eyes the door at the eastern end of the stables. With a tip of his head to Darvik, he moves over to the door and takes a quick look and listen. If it's possible to peek through or around the door as before, he'll do that also, and if if sees no causes for concern, he'll open the door.
Take 10 on Perception for 19
Sior
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Seeing nothing dangerous, Prothero gently nudges the door off its hinges and it falls to the floor with a crash.
This room served at times as a smithy and at other times as a storage facility over the course of the fortress’s occupation. The chimney that rises from the small forge in the southwest corner is clogged with grit from centuries of storms, and the smith’s tools lie nearby under a thick layer of dust. The south door is cracked in places, and scattered crates are all that remain of a barricade.
Most of the contents of this room are spoiled and worthless, though you find two sealed vessels full of salt crystals. Craft (alchemy)
Teric Cain
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Teric shrugs as they go through the stables and the smithy. "I suppose we need to go through the other doors. I don't see why Torch would have sent us here. Unless, he was just lying...which isn't out of the question."
Borax Bulan
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"One moment Teric. If these are what I think they are, we need to prepare for the ethereal."
After first checking for traps and waiting for a magic scan, Borax examines the salt crystals.
Craft Alchemy Take G10 - 22 + 1d6 ⇒ 1
Prothero Crace
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Prothero studies the south door a moment, then tosses out a question, "I wonder what they were barricading the door against? Maybe those zombies have been out there a looong time?"
He turns to watch his companions search the room and its contents a bit, then says, "I agree, Teric, now that we've taken a look out here, we need to go through the main doors."
Once Defah and Borax have completed their search, Prothero walks back through the stables and out into the courtyard before walking up to the double doors and inspecting them.
Take 10 on Perception for 19
I'm happy to finish out searching the smithy, but if there's nothing there I just wanted to throw up a post moving us along. I don't mean to rush anyone.
Darvik Willowbrook
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Darvik will do his best to act as door-opener for the party as they search the old structure. What value does some salt have, anyway?
Sior
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As the party questions the value of salts, Borax completes his analysis. He realizes that only one is a vial of ghost salt. The other is a silver weapon blanch.
Defah, meanwhile, looks in the cluttered chimney. He sees nothing but rubble.
Upon the completion of the search, Prothero leads the way to the large double doors. He sees no traps nor wards.
Borax Bulan
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"Perhaps we should make use of both these salts immediately. Prothero, let's coat some of your arrows with each."
Unless Pro objects, Borax will coat 8 of Pro's arrows with ghost salts and two of Borax's bolts with ghost salt, and 10 of Pro's arrows with the silver blanch (unless pro already has blanched arrows)
Prothero Crace
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"That's a good idea, Borax, thank you for suggesting it," says Prothero, as he slips one of his twin quivers off his back and works with Borax to coat their points with the alchemical mixtures. As he works, he can't help but inspect each arrow, running a finger along the goose-feather fletching and sighting down the length of the shaft to be sure it is straight and true. This ritual seems to give him a quiet pleasure, and he relaxes visibly, looking quite the opposite of the awkward sod he can be in social situations.
Darvik Willowbrook
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Alright, if we are done playing with these things we'll move on. Darvik will lead the way in the direction indicated.
Sior
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Terribly sorry. Saw it moved forward via mobile but forgot to update upon returning home.
Entering the mountain sanctuary
The large doors scrape along the floor as they are opened. Once they have silenced, a profound quiet settles 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.
Prothero Crace
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Prothero walks carefully forward, senses alert and wary of any surprises laid in wait for visitors focused on the fallen Pathfinder in the middle of the room. As he gets closer to the body, he studies it carefully for any further key to its identity, and to try to gauge how long ago the pillar fell on the poor soul.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Sior
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The body is that of a young woman. The sole piece of identification is the wayfinder in her outstretched hand. The inside of the wayfinder is engraved with a scarab and an inscription that reads “Congratulations, Asha. —V.L.” Most of her backpack is crushed, but a steel canister containing an oil and a stone has survived.
Will save some time and say that the oil and the stone both detect as magical. The wayfinder, however, has lost all magic.
Let me know who is picking what up.
Prothero Crace
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Has she been there 5 days, 5 years?
Prothero picks up the stone and studies it a bit, then asks those more educated in such matters to help him identify it.
Prothero Crace
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Prothero speaks slowly and awkwardly, saying, "V.L.! Didn't we have a map signed by V.L.? Wait, it was the sketch that showed the picture of the gates here!"
He realizes he sounds peculiar, even to his own ears, and every movement feels as if he's swimming in molasses. He drops the stone to the ground, in the hope that will help.
Can I drop the stone?
Prothero Crace
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Turning to his companions, he extends his hand and awkwardly jokes, "Anyone want a stone?" After a pause, he continues "I seem to be unable to put this down, and it somehow makes me move very slowly. Does anyone have any suggestions for how to rid myself of it?"
Borax Bulan
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Borax tries to study the arcana in effect.
k. Arcana take G10 = 20 + 1d6 ⇒ 6
Borax then examines the oil.
Craft (Alchemy) take G10 = 23
Defah IV Godspeaker
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Defah is gawking at the architecture of the chamber when Prothero first picks up the stone.
Huh? Stone? Can't put it down? How interesting. I'm not nearly as much the theoretical magician as many of brethren, but let's see if I can discern anything about your new rock.
Defah casts detect magic and tries to identify the stone.
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
Should that not prove helpful, he retrieves the steel canister that the stone once occupied, to see if it provides any insight.
Prothero, try putting the stone back in this canister. Perhaps Asha here was able to safely transport it inside the container.
If all else fails, I'll try to take it from Prothero. It would be good to know if it's at least possible to transfer the stone to a willing recipient.
It certainly seems that this place is well-named. We should avoid touching anything else without careful consideration while we're here.
Teric Cain
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Teric looks at Prothero and his stone. "Not something you would expect. If it's cursed, I think you need a priest to help you. It's beyond my abilities. Or perhaps something here can help. Why would she be carrying such a thing if she wasn't cursed herself. Maybe she was hoping to find something here to cure it."
The Varasian picks up the Wayfinder to examine the inscription. "V.L. is indeed who signed the map. Perhaps Torch knows who this is." He wanders over to the open northern door and peeks his head outside.
Sior
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Borax recognizes some sort of magic in play but there is no spell affecting Prothero. The oil, however, he does get some information on. It is an oil of magic weapon.
Defah, trying to help his friend, sees that the rock is but a stone of alarm. But... this isn't what those do... What sorcery is this? With the steel tube being offered, Prothero drops the stone into it with a satisfying *plink*, only to find the stone is in his other hand. Trying to hand it to Defah results in the stone being fumbled to the earth. Before any one bends to recover it, it is somehow back in Prothero's possession.
Meanwhile, Teric ventures forward into the cave. Beyond the door to the north, the sound of water grows. The relaxing splash 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.
Darvik Willowbrook
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Darvik can't help but give a sympathetic chuckle to the plight of his new friend concerning the stone. I'm at a loss. See if you can at least stow it on your person so you do not have to carry it all day.
Seeing Teric venture forward Darvik will move with the man so as to not leave anyone on their own. So who is that suppose to be, in the carving on the east wall? Not Torch I take it? The fighter makes reference to the condition that the man in question has to this day. And what of this fella in the corner?
Sior
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Feel free to give a Knowledge (religion) or Linguistics to decipher these. If you know Ancient Osiriani, add a +10 bonus to it.
Prothero Crace
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Prothero studies the cursed stone in his hand, rolling his eyes in frustration at how it weighs him down. His glance moves over to the crushed form under the pillar and he says, "I hope there's a way to get rid of this thing other than the path she took."
He slips the stone into his beltpouch and moves laboriously into the cave, sweating and grunting quietly with each step. Hearing Darvik's question, he studies the images of the god and says, "I know who it is, but the damn name isn't coming to mind. Not my day, I guess. Perhaps I can puzzle out what the cartouches say."
Knowledge (religion) to identify god: 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge (religion) on cartouches: 1d20 + 4 ⇒ (18) + 4 = 22
He then moves over to the withered corpse on the floor and takes a careful look at it, though he takes great pains not to touch it after his recent experience with the stone.
Take 10 on Perception for a 19
Borax Bulan
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Borax has no explanation for the archer, but explains what the oil is.
"I fear we will need that oil at some point. The strongest fighter among us should coat their weapon with the oil if we face a foe truly fearsome, but not before. Let me carry the oil and I can spread it when the time is right."
Whomever is going to get the oil can delay until after Borax applies to the person's weapon.
Borax then turns his attention the cartouches invoking the power of his wayfinder.
Take G10 linguistics =20 + Inspiration, which the GM should roll
Religion: 1d20 + 10 ⇒ (15) + 10 = 25 + 1d6 ⇒ 1
Teric Cain
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Kn, Religon (Untrained): 1d20 + 2 ⇒ (19) + 2 = 21
"Nethys, Prothero. It's Nethys, the god of magic." Teric looks over the carving. He moves to get a better view of the corpse.
"Well, he looks much worse than Asha out there. Though they shared the same fate in the end." He frowns at the charred corpse. "He's burned to death. From what?"
Perception: 1d20 ⇒ 14