
Sargon The War Sage |

As you look around, you now notice one more detail: on the side of the door facing into the tomb through which you came, is a single symbol. This symbol and three others are repeated on the west side of each of the four pillars by the front of the hall.
Sargon examines the strange symbols.
History: 1d20 + 18 ⇒ (15) + 18 = 33...Maybe he remembers seeing this?

Reyondelee |

Studies the glyphs with great interest and copies them onto her parchment drawing of the first chamber. She makes notes about the pools, the key, and the construction of the walls as well. Then she sits and ponders the glyphs, wracking her brain for anything she can remember about such things.
Rey will take 20 on K:Arcana, K:Planes, K:History, and Spellcraft. All with the hopes that something useful will be brought to mind regarding the magical glyphs.
Knowledges: 20 + 19 = 39
Spellcraft: 20 + 14 = 34

T'wich McGruff |

Doesn't seem right...the bell should be rung, I just feel it in me bones.
The dwarf steps away form the bell, "So whatcha find over there?" T'wich asks the mage.

Sargon The War Sage |

These symbols are arcane glyphs of power from ages long ago, they represent the magic of the Jezulien
Sargon says as he stares intently at them seemingly lost in thought.
I truly am a man out of time

electricjokecascade RPG Superstar Season 9 Top 16 |
1 person marked this as a favorite. |

Reyondelee remembers seeing this symbols in a purloined book she'd 'found' at the bottom of a satchel that an merchant with arcane pretensions had accidentally left in her care. She remembers studying their mysterious forms by candlelight in a stable loft oh, fifteen years ago? Still, the knowledge comes back to her, fresh as anything.
The first symbol represents the convergence of earth and water, the second is earth dominant, the third is water dominant, and the fourth shows the harmony of earth and water.

T'wich McGruff |

"So, you all done in 'ere?" He glances back to the side hallway."Omar you see anything down there?" He has his reservations about heading down the side corridor. The bell... He stomps toward Clank.

Reyondelee |

Rey dips the tippy-tip-tip of her pinky finger into the deep pool from which Sargon withdrew the key, checking to see if the water is caustic. She also stares down the still water to the bottom looking to see if the crevice from which the key was removed, might actually have been a locking mechanism. As she does so, she comments on the four magical glyphs. I wonder if those four symbols represented four factions or power groups of the mud sorcerers? It would stand to reason that the sorcerers would have different focuses, some on water, some on earth, and some on the mingling of the two? Wouldn't it Sargon? She says, as she sends him a flirtatious wink from the rim of the deep pool.
I also have to wonder about that bell... She remarks, thinking. Then decides to cast Detect Magic focusing the cone of the detection in the direction of the pool and the bell.
If anything pings magical, Reyondelee will study it for the full three rounds and make a K:A and Spellcraft Check.
Possible Knowledge: Arcana: 1d20 + 19 ⇒ (12) + 19 = 31
Spellcraft: 1d20 + 14 ⇒ (10) + 14 = 24
Edit: I realized a perception check on the pool/bell might be necessary. I know you can take 20 on those. :)
Perception: 20 + 23 = 43

Sargon The War Sage |

I wonder if those four symbols represented four factions or power groups of the mud sorcerers? It would stand to reason that the sorcerers would have different focuses, some on water, some on earth, and some on the mingling of the two?
I'm afraid my long imprisonment has taken a toll on my memories but your theory is sound. What I do know is that it was forbidden to use summoning magic... except for themselves of course
In other words, I have no clue 8>)

electricjokecascade RPG Superstar Season 9 Top 16 |

Omar moves to the entrance of the side tunnel, but not yet stepping into it, and casts around for traps. He doesn't find any, but sees that the tunnel is short and ends in a small room from which the soft wails come. Light glints and shimmers off the walls of that chamber, as if wet, but from where he stands he can't make any more details.
Meanwhile, Reyondelee focuses on the bell and pool, and after careful examination and deep thought, determines that ringing the bell would most likely cause the water level to drop completely, leaving a dry pit, while ringing it a second time would cause the water to rise once more to its original level. She doesn't, however, see any doors or locks from where she stands.

Reyondelee |

You know, I think I've figured this thing out... If we ring the bell the water level in this pool is going to empty... Maybe then Sargon can float down and see what's what? I'd hate to go into a room full of wailing if we can avoid it and find another entrance here? What do you think guys? Should I ring the bell and we'll see if that key doesn't open up a chamber below? Mind you, I don't know what else ringing the bell will do, but I've definitely figured out that it will empty this pool. So, what's the consensus? Reyondelee says as she taps her dusty black-booted foot in a rhythm on the stone floor, and fixes her hair using her reflection in the still water as a guide.

Sargon The War Sage |

Should I ring the bell and we'll see if that key doesn't open up a chamber below? Mind you, I don't know what else ringing the bell will do, but I've definitely figured out that it will empty this pool. So, what's the consensus? Reyondelee says as she taps her dusty black-booted foot in a rhythm on the stone floor, and fixes her hair using her reflection in the still water as a guide.
I don't see any reason to ring the bell unless we have no other options like say this room up ahead is a dead end, otherwise that bell sound is going to travel pretty well in these tunnels i'll wager
Now let's go and see about this wailing

Reyondelee |

I'm more than fine with that. I could cover us all with an invisibility sphere if everybody wants to get cozy by me for a second. Not sure it will make a difference, but it might give us just a small advantage? Anyone want to become invisible before we head down the hall?

T'wich McGruff |
1 person marked this as a favorite. |

Mumbling to Omar and Clank, "Sure I suggest ringing the bell and me head's tak'n off, but the skirt says it and it's a prophesy." T'wich nods approvingly at the invisibility suggestion.

Reyondelee |

With the group gathered within ten feet of Reyondelee, the party approaches the side passage. Who moves into the tunnel first?
Unfortunately with six people traveling single file, somebody is going to be left out of the invisibility sphere... The traveling order we set before:T'wich, Dragox, Omar, Reyondelee, Sargon, Gauthier would put T'wich outside of the invisibility sphere. But he's super stealthy isn't he? Is there any other way to give him invisibility?

T'wich McGruff |

DM you can assume T'wich is in front or Omar, since we are the best suited for the traps. T'wich keeps Dragnox close as his battle buddy.
T'wich moves down the corridor slowly looking a the flagstones, walls and ceiling as he goes. "Follow me, step where I step."
perception, traps: 1d20 + 20 + 5 ⇒ (17) + 20 + 5 = 42

Dragox |

"I'm right behind you. Stay alert," the paladin whispers, not wanting to betray the Invisibility spell the group was under.

electricjokecascade RPG Superstar Season 9 Top 16 |

T'wich leaves the open fastness of the entrance hall and begins to sidle down the side passage. It's narrow, yet the ceiling is over twelve feet above. Slowly he walks, ever closer to the small chamber at the passageway's end, eyeing every crevice, examining every flagstone, his whole body alert to not only what he can sense, but what might flag his subconscious.
Nothing.
He reaches the entry way to the far chamber and pauses. It's a square room, fifteen feet a side, and devoid of any furnishings.
The walls though.
They glimmer with a wet sheen, as hundreds of embedded eyes weep piteous, agonized tears down the surface. There are more eyes here than can be counted, some small and human-sized, others large and with slit pupils. They turn, glancing from side to side, never blinking, weeping forever and with nothing to gaze at but themselves.
Their tears are gathered by four shallow gutters that run along the base of each wall, and drawing the liquid to four small holes, one in each corner of the room.
This room is obviously the source of the wailing sound, however, as the mournful, heart-broken cries emanate with almost overwhelming volume from the empty space within the room.

Dragox |
1 person marked this as a favorite. |

"What in the name of all that is holy is transpiring in this room? How did all these eyesget here? Who are they from? This is vile sorcery!"

electricjokecascade RPG Superstar Season 9 Top 16 |

Omar's Search for secret doors: 1d20 + 29 ⇒ (4) + 29 = 33
Omar scrutinizes the walls, and suspects he sees a faint seam along the north wall. Stepping forth, he hesitates, hands held before him, and then reaches out to trace the seam while avoiding any of the darting eyes.
The wall, however, is wet with tears; even as he smiles quietly with the satisfaction of having been right, and cracks open a secret door, he jerks his hands back as smoke and the smell of burnt flesh fills the room.
Acid damage: 4d8 ⇒ (3, 3, 6, 2) = 14

Sargon The War Sage |

What in the name of all that is holy is transpiring in this room? How did all these eyes get here? Who are they from? This is vile sorcery!"
I don't know the method or reason for these eyes, but you are correct the jezulien is sorcery of the foulest kind
Sargon will attempt another mage hand to open the secret door, if that is insufficient he will try open/close

Reyondelee |
1 person marked this as a favorite. |

Laughs, out loud, a good hearty belly chuckle. C'mon boys, yer not going to let a little eye-filled chamber with acid tears get yer goat, are ye? She then casts detect magic and spins, slowly, in a circle, to see if any part of the hideously disgusting room glows with the residue of magic. Might just be an illusion, after all. I've actually seen worse things... Her eyes drift up and to the left and take on a vacant expression, just for the barest of moments, then she goes back to searching for magic auras. I might make a song about this. Rey says as she slowly spins looking for magic.
Down the way, the wails cried
A soft and whining desperate sigh
wailing for eternal sight
unable to reveal the light
eyes in rows their night assured
brimming with tears their vision blurred
Forever to cry, they are doomed
but acid tears make sinister flowers bloom.

T'wich McGruff |

"What in the name of all that is holy is transpiring in this room? How did all these eyesget here? Who are they from? This is vile sorcery!"
Well there goes the stealth wit the blubbery holy warrior. the dwarf exhales calmly trying not to lose his stealth based on his offended comrade's rant.

T'wich McGruff |

"No, I'm burned pretty well. I touched the tears. There is a door here, whoever opens it will need some acid resistance. "
"N'vermind, You are Trigger, you keep sett'n off the traps, so the way is safe fer us." He pulls out his potion of protection form acid. "Mind you if I'm usin' this potion already its gonna be a looooong or very short stay. It's me only one." He quaffs his potion for protection form acid and then tries to open the door.

Gauthier de Nevereth |
Gauthier eyes Rey with a few questions, but remains silent.
Nice, if creepy... he thinks to himself.
"I know you all know this, but we need to be careful and not trust anything in this place. Acid... I might be able to protect us all, if need be, but handling thing with a pole might prove simpler..."

electricjokecascade RPG Superstar Season 9 Top 16 |

T'wich opens the secret door without suffering any ill effects as the potent acid wets his fingers. Pulling it open, he's able to gaze through into a large chamber beyond.
The walls of this chamber are painted with fading geometric designs of red, gold, and green. Iron doors are set into the north, west, and south walls. An imposing nine-foot-tall, green basalt statue stands in the center of the room. It depicts an elephant-headed human pointing an accusing finger at the east wall (where you stand). Its other hand reaches for the hilt of a sheathed sword. It is bare-chested and heavily muscled, and wears baggy pantaloons and sandals.
Four stone features stand on stout pedestals in alcoves in each corner of the room. To the northwest is a black pillar. The northeast alcove contains a gray statue of a jackal-headed male humanoid. To the southwest is a gray statue of a cat-headed female humanoid, and the southeast alcove contains a gray statue of a hawk-headed male humanoid.
Map updated.

T'wich McGruff |

"I believe you, they either come to life or we become companions." He exhales. "Well any suggestions...Sargon...anyone, before we enter?"

Sargon The War Sage |

Three to one Omar, I'd go even money
He exhales. "Well any suggestions...Sargon...anyone, before we enter?"
Gotta get our hands dirty at some point, why not now. Let's head on in Sargon exclaims
Hmm..4 statues, 4 alcoves yet one statue is in the middle and a black pillar is in an alcove, seems a bit strange from a design standpoint...

Sargon The War Sage |

Sargon is pulled out of his thoughts by Omar's words
Sargo will toss Omar an electrum piece This was big money back in my day
Does anyone but me think it strange that a black pillar is in a corner and a statue is in the middle of the room or am I overthinking things
DM Would the elephant fit in the alcove or is it simply too big or am I paranoid?