The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


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Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Talar groans. "And how do we fight an ooze? At least the last monstrosity we fought had flesh and could bleed."


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Pondering for a moment Bjoern shrugs and asks."Can one guide it away. Or occupy it with something else?"


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Knowledge Dungeoneering: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20

Heal: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27

Knowledge Nature: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15

Perception Stone Cutting: 1d20 + 14 + 4 - 2 ⇒ (13) + 14 + 4 - 2 = 29

Knowledge Religion on the robes: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17

Patenemheb examines the body, the weapon, and the robes in silence.

Then he looks about, while whispering:

"It is as you surmise. We face a boneless thing, who would feast on our flesh. At least it has brought punishment to this treacherous creature.", he adds, looking at the corpse.

"We must be exceedingly careful. Such a fluid creature could ambush us from any angle, so long as it had even a small gap to flow and squeeze its unnatural form through. Give me a moment to seek signs of its passage."

Knowledge Dungeoneering on how best to deal with or destroy an ooze: using lore master 1/day ability to take 20 on this roll as a standard action: 20 + 10 - 2 = 28

Craft Alchemy on materials that could resist or harm an ooze: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13

Perception to find holes in the stone or unnaturally clean patches on the floor, walls, or ceiling: 1d20 + 14 + 4 - 2 ⇒ (18) + 14 + 4 - 2 = 34

Survival to note signs of its passage: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16

Knowledge Engineering to spot deliberate construction to aid - or contain - oozes: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10

Knowledge Religion on any religious significance or patrons for such a creature: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13


The company ponders the nature of an ooze. Such creatures were born of dark rumors of demons from beyond the world of mortals; formless and shapeless entities which have been summoned - or chosen - to come to plague the realms of men and reach their tendrils into the flesh of the living and devour it for their dark purposes.

Such things seem to be other than the sorts of creatures that hail from your world - perhaps they are born from other Planes or worlds that you have not heard of?

In any case; if such a creature exists all the old tales say that fire is the best weapon to use against such demons. Others say that weapons blessed by the gods may harm them, while others still say that they cannot be destroyed at all, only held within sacred circles of binding designed or writ by sages, priests or wizards...

Sacred weapons - which you have, as well as fire - be it from a torch or alchemical sources - will also hurt/destroy such a creature. It is likely that it can be bound into a sacred circle, but you do not think anyone here knows how to produce such a circle, though it could be attempted if you want to study it at this time. Of course; it may not be an issue until/unless you encounter such a creature, and it may be that you decide what to fight it rather than simply flee if you encounter it.

In any case, you see no evidence of this creature before you, nor do you see anything which was built to contain such a creature, only the corpse which yet rests on the landing of the stairs.

Around the corner the stairs continue to descend; if the architecture is born with any symmetry to the design of this temple you would assume that if you turned the corner there would be another set of stairs that also journey twenty-five feet down to a lower chamber.

As your party considers all of these things they continue to remain on the landing of the stairs and ponder their options.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Patenemheb relaxes, slightly.

"It appears that the creature struck and departed some time ago. And we have sacred weapons and flame to fight it should it return. Let us proceed. I suggest following the stairs into the belly of this place."


Patenemheb Sitayet wrote:

Patenemheb relaxes, slightly.

"It appears that the creature struck and departed some time ago. And we have sacred weapons and flame to fight it should it return. Let us proceed. I suggest following the stairs into the belly of this place."

At Paten's suggestion the party complies.

Leaving the remains of the body behind them they turn the corner of the stair and proceed further into the dark tunnel.

After roughly another twenty-five foot descent they arrive at modestly wide and open area about twenty feet square.

At the far side of the stairway there is a set of doors with strange writing upon it; the doors appear to be iron and they are sealed with a heavy lock.

What do you do at this time?


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

Yasala scans the room, looking for anything out of the ordinary. "Do any of you understand that writing? It would be nice to know what it says before trying to open up a door in a place such as this."

Perception to search the room: 1d20 + 11 ⇒ (11) + 11 = 22
Linguistics to decipher unknown language: 1d20 + 3 ⇒ (19) + 3 = 22


Yasala wrote:

Yasala scans the room, looking for anything out of the ordinary. "Do any of you understand that writing? It would be nice to know what it says before trying to open up a door in a place such as this."

[dice=Perception to search the room]1d20+11
[dice=Linguistics to decipher unknown language]1d20+3

At the foot of the stairs there is a tremendous amount of dust, which seem only modestly disturbed, but you cannot be entirely sure of its contents.

Yasala; a Survival Check to search for tracks in the dirt might be helpful for further details. Given your Perception Check I would advise checking the western wall...

You are not entirely certain without trying the door, but based on the frame you think the door is locked.

The letters is faded and the writing seems to be an archaic version of Yar-Ammonite, but it's hard to be certain as it looks like it might have been hacked at or disfigured by strange marks that look like someone had tried to carve or cut into and disfigure it.

Linguistic Check:

"Hearken all... (unintelligible)... this door is chamber of Ankhtifi Dedi"

"Mark well... (unintelligible)... the faithless who pass shall be accursed..."

What now?


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

After studying the door for a bit, Yasala turns back to Tairin. "You seem to have some knowledge of the religions of this area. Have you ever heard of 'Ankhtifi Dedi'? The writing on the door states that the chamber beyond is where he lays, along with a warning of curses for the unfaithful."

She continues to search the room for any evidence or information. "There are some marks in the dust over here, but it might be nothing."

Survival to search for tracks along western wall: 1d20 + 9 ⇒ (2) + 9 = 11


Yasala wrote:

After studying the door for a bit, Yasala turns back to Tairin. "You seem to have some knowledge of the religions of this area. Have you ever heard of 'Ankhtifi Dedi'? The writing on the door states that the chamber beyond is where he lays, along with a warning of curses for the unfaithful."

She continues to search the room for any evidence or information. "There are some marks in the dust over here, but it might be nothing."

[dice=Survival to search for tracks along western wall]1d20+9

You move to the side wall and study it.

However, you cannot see much of anything in the dirt - at least, not clearly enough to make out anything important, but you know enough that if anyone with greater skill studied this area they would be more likely to find results.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Looking over the marks Bjoern tries to find out what he knows about them.
Survival: 1d20 + 7 ⇒ (12) + 7 = 19


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
Dain GM wrote:

The body has a pouch on it; inside the pouch are twenty-two silver pieces and thirteen gold pieces bearing the stamp of Khazistan on it. Exactly twenty gold pieces bearing the stamp of the lands of Yar-Ammon are also in the pouch; as well as twenty silver pieces also with the stamp of Yar-Ammon.

Before moving to the suggested stairs, Tairin removed her scimitar and used it to careful remove and lift the pouch from the corpse of the spy priest. She securely placed the coin pouch within the deep pocket of her cloak. She advised the party in quiet voice, "This will go into our coffers, when we return to the manse." She then stowed her scimitar back onto the belt around her waist.

Dain GM wrote:

At the far side of the stairway there is a set of doors with strange writing upon it; the doors appear to be iron and they are sealed with a heavy lock.

Yasala wrote:

Yasala turns back to Tairin. "You seem to have some knowledge of the religions of this area. Have you ever heard of 'Ankhtifi Dedi'? The writing on the door states that the chamber beyond is where he lays, along with a warning of curses for the unfaithful."

After gazing upon the writing and hearing Yasala's question, Tairin contemplated the name and anything she remembered in regard to it.

Know Religion re mythic history or gods and goddesses to identify Ankhtifi Dedi: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Know. Nobility re royalty to identify Anhktifi Dedi: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23

As she silently contemplated for a moment, Tairin moved her dancing lights forward as she regarded the iron doors and the heavy lock. Quietly, she cautioned, "Let me see if these doors have a trap set in place before anyone attempts to touch or open them." Whispering, the words of the spell came forth, "Iktishif Sihri", hoping to discern the presence of any magical auras on the doors or the lock before attempting to open it. (Cast Detect Magic.)

Perception to locate any traps on doors or lock: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26

If magical trap present, trying to discern what the magic is...

Spellcraft: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Talar raises a hand. "Hold, there are tracks in here, and if we walk around we may obfuscate them." Once the others back off a bit he leans closer to the ground, studying the tracks.

Survival (tracking, Yasala's aid): 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31

I can't remember if we are still shaken or not, but if we are that result goes down by 2.


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Knowledge about Ankhtifi Deldi:

Ankhtifi is a name of ancient history. It could be multiple people, of course, but you recognize it as a famous historian, warrior and general; as well as a noted poet and self-professed philanthropist in that he had written his own tales and recorded his desire to feed the poor and clothe the naked. If this is indeed the same person, or related, it should be noted that the one called Ankhtifi died shortly before an issue in which chaos had come to Yar-Ammon and the lands were devastated by an issue that was likely born of famine and plagues – none say what caused the plagues, though some suggest that the gods were chafing as the “new gods” began to encroach on their rights.

The name “Dedi” is less common but more recognizable as there is more unique history regarding it. According to ancient lore the name Dedi derives from Djedi and is connected to a powerful wizard who supposedly worked his powers for good to serve the reigning monarchs of the time.

An ancient text regarding his feats of magic read thus – There's a commoner named Djedi, living in Djed-Sneferu. He's a simple citizen, but 110 years old, eats 500 loaves of bread, a shoulder of beef and drinks 100 jars of beer every day. He is capable of resurrecting decapitated beings. He is also said to be able to make wild lions so obedient that the animal would follow him with a cord dragging on the ground. Furthermore, this Djedi has knowledge of the number of Iput in the wenet-sanctuary of Thoth.”

These names are likely not connected; but it the fact is that the priest, if he bears these names, is likely aligned to at least the principles or values of either of these men.

Of course, it is also possible that Ankhtifi may indeed be the very seem man who might lie entombed beyond that door; yet that could be coincidence. It is common custom for the folk of Yar-Ammon to take the names of those they venerate, and so it could be a coincidence that the man buried within took the name of a great noble and leader who was wise, a good general and friend to the common men (and likely a scholar or at least, someone who could have written his own life story) as well as a man who is aligned to prophecy and causing headless corpses to rise from the dead…

Only further investigation beyond will likely reveal more details as the markings on the door are faded.

Regarding the Door:

The door has a heavy iron lock upon it; yet it is old and worn. You believe that it could be easily picked, if you were to attempt it, for the subtleties of the lock have eroded.

As for the lock itself? You believe there is a trap upon it; the trap is one that is connected to magic – if you say the password you can disarm the trap with ease. If you fail to say the password the trap will likely spring, but you think now that the trap itself is only an Acid Sprayer Trap – a mechanical trap; saying any password is not important, what causes issue is standing too long on a place on the floor if you try to open the look. Disarming the trap should not be too difficult, yet if you fail, you and all in a twenty foot radius will be covered in acid.

You consider the possibility that the man above had suffered the fate of such a trap but discount it; the attack made on that man was far too precise.

You believe the writing about a curse is likely a ruse; especially given that the trap you see is non-magical.

As the party considers both the door and the remainder of the room Bjeorn and Yasala do what they can to aid Talar in searching.

Survival Check results:

The western wall has a heavy drift of sand laying against it; not unsurprising. Yet what is surprising is that there seems to be a thin depression roughly three feet wide in the sand drift.

It is almost as if the sand had piled against the wall over time, but part of the wall – perhaps three feet in width – was not there at one point so the sand fell beyond the wall itself.

Of course, as of now it seems that the wall is solid enough, but you feel that there may have been an opening in the wall at some point for the sand to drift through.

What do you now?


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Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

In quiet voice, she relayed what knowledge she had recollected when she contemplated the inscription,

"Ankhtifi was a famous historian, warrior and general; as well as a noted poet and self-proclaimed benefactor. He died just before the time of the chaos and plagues which had befallen Yar-Ammon. It was said the plagues were brought on by the old gods who were displeased by the intrusion of the new gods on what was rightfully their domains. Dedi, according to the old lore, comes from the word Djedi and was connected to a powerful wizard, who used his powers for good to serve the reigning Kings. It was said he was capable of resurrecting decapitated beings and make wild lions obedient that they would follow him with cord dragging on the ground. If there is a priest lying entombed behind these doors, then, as custom in Yar-Ammon, it is possible he has taken the names of those he venerates - the name of a great noble and wise leader, good general and friend to common men and who is likely a scholar aligned to a prophecy and one who causes headless corpses to rise from the dead."

Once done with her explanation, Tairin turned her attention back to the doors and lock.

"The heavy lock is old and worn and can be picked readily. However the lock is entrapped - once by magic requiring a key word to disarm it. If the correct word was not spoken it would immediately trigger the trap. Now, it appears to be a mundane, mechanical acid spraying trap. If one stands too long on a place on the floor when attempting to open the lock, it would spring, releasing acid in a twenty foot radius. So, I ask you all now to please move back away from the trigger zone, lest I fail and you and I are burned by the acid. I have come to believe the text speaking of a curse is merely a ruse."

Tairin's keen gaze took in the stone floor/area before the lock and attempted to find a safer place in which to position herself to work on the lock. She calculated how long she should stand there before moving out of the way, if needs be.

Perception to figure out the best place to stand as she worked: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23

Removing her masterwork thieves tools from her pouch, Tairin set to carefully, but proficiently working on the acid spray trap on the lock.

Disable Device to disable mechanical/non-magical trap on lock: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27

As Tairin worked, Sabra lifted her small nose into the air and sniffed, hoping to catch a scent or presence/potential of danger to warn and ensure her mistress was not wounded in her endeavour.

Sabra's Perception via scent: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Patenemheb also dwells on the name of Ankhtifi Deldi, racking his brain for any further secrets.

Knowledge History on the historian: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge Religion on any divine power of his: 1d20 + 13 ⇒ (20) + 13 = 33
Knowledge Nobility on his lineage: 1d20 + 10 ⇒ (9) + 10 = 19
Knowledge Arcana on any more specifics of his powers: 1d20 + 12 ⇒ (10) + 12 = 22

When Tairin warns about the lock, Patenemheb nods.

"I shall withdraw. I recommend that the rest of you heed Tairin's warning and do likewise."

He withdraws to a safe distance.


Patenemheb Sitayet wrote:

Patenemheb also dwells on the name of Ankhtifi Deldi, racking his brain for any further secrets.

He withdraws to a safe distance.

Response to checks:

You do not know much about this person, other than what Tairin said. It's common knowledge that some people from your homeland adopt names of famous people to honor them.

You believe that this priest, if he took such a name, is likely a priest aligned to values not common in most priests.

For him to pick the name Deldi makes you believe that he is a man who derives (or attempts to derive) his power from a source that is considered more mundane and certainly less brutal and/or frightening.

You do not know where such powers can come from; all gods you know are beings with such power that most folk tend to avoid them as their notice often invites danger. However, this man seems to have some sort of supernatural presence that he deems to be powerful yet benign. You do not know more of such a being or beings; at least, not yet.

You suspect that further research may be useful on the matter. Perhaps studying the library at your estates may reveal more...

No matter your roll you won't learn more about where this priest may have gotten his power without further research, unfortunately. However, you suspect that if you actually do the research you'll find more answers to these questions, but not at this time...

As Paten moves back Tairin studies the lock and flexes her long, slender fingers.

Then, sliding out her tools she moves to the lock with delicate precision.

There is a sudden click and noise near to her feet, but she does not seem phased by this sound.

Instead, she focuses her attention on what she has done to a small opening in the iron of the opening itself.

The trap was sprung, but the acid does not spray her - rather, it spreads out into the metal frame and splatters on the iron face of the door and dribbles down on it, melting through the lock.

With a rusty groan the door creaks somewhat on its hinges and slowly opens.

The chill feel of stale air moves out to the company in the hallway and a void of darkness lies just outside the radius of the magical lights.

The floor within is bereft of dust or sand and the stone is flat and smooth and gleams in the doorway like a dull light that beckons inside.

What do you wish to do now?


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

She'd been holding her breath as she worked on the intricate trap and only when it released and melted the lock did she breathe out slowly. Quietly to Sabra she said in Yar-Ammonite, "Glad the acid burned the metal and not my beautiful face." Turning around to the others, she continued in low Susrahnite, "The doors are opened. I shall send in the lights first as walking directly into darkness does not bode well. Let us hold and look from the open doorway to start."

Dain GM wrote:

With a rusty groan the door creaks somewhat on its hinges and slowly opens.

The chill feel of stale air moves out to the company in the hallway and a void of darkness lies just outside the radius of the magical lights.

The floor within is bereft of dust or sand and the stone is flat and smooth and gleams in the doorway like a dull light that beckons inside.

"Strange that the passing of time has not disturbed the floor with dust or sand," she softly mused aloud to the others. Casting a glance at her fellow countryman, she inquired, "What do you make of that, Patenemheb?"

Tairin cast one last look on/through the doors to see if there was a secondary trap once the lock trap was disarmed.

Perception to note the presence of any secondary trap in doorway/stone floor in front of her: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16

Taking advantage of the slowly opening doors, Tairin flicked her wrist/fingers and moved the four dancing light orbs forward, into the dark recess of the unlocked chamber; hoping the light would reveal anything of note, whether threat, danger or importance. She did not step over the threshold; holding until she was convinced it was safe enough to cross over/step onto the untouched, shiny stone floor.

Tairin's Perception through open doorways: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Sabra's Perception to aid via scent: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16

Tairin's Stealth to examine without drawing attention of any hidden or awaiting threat: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
Sabra's Stealth not to be noted inside the black pouch with her head peeking out, sniffing the cool, stale air: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23


There is no secondary trap you can see here; only a hallway that stretches back into darkness.

The hallway, though, is unusually dark; even the power of the ghostly lights which hover about you seem to be dimmed somehow - as if the place beyond seems to stifle light somehow.

It seems likely that the dust on the floor has blown in from the chamber above over time; for no dust to be in this chamber at all suggest that the door was sealed very tightly and has not been opened for a very long time; how long, though, you cannot be sure...

The hallway stretches back at least fifty feet, beyond that you cannot be sure as the light has faded.

What do you wish to do now?


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Patenemheb slowly advances back to beside Tairin.

"Swift and talented work, as usual Tairin. Let me look a moment. And watch for oozes, should they be responsible."

The scholar gazes on the now-opened door to ensure that nothing deadly or informative has been missed.

Perception to see traps or warnings on the stone: 1d20 + 14 + 4 - 2 ⇒ (20) + 14 + 4 - 2 = 36

Knowledge Engineering to see if there are any air holes or acid flows that would explain the lack of dust: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19

Survival to spot any tell-tale traces of ooze: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24

Assuming there is nothing else to be gleaned...

"A tightly sealed chamber. I believe we should resume our advance."


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

As the two scholarly types contemplate the now open doorway, Yasala points at the odd disturbance in the sand along the wall. "Before we head into the dark passageway, it might be good to investigate this. It seems like this wall has been opened in some way before; it might be some kind of hidden chamber which will help us understand what we may face ahead." She walks over and runs her hands along the section of the wall, studying it carefully.
Perception to find secret door or passage: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Before he proceeds, Patenemheb turns to Yasala and to the wall she mentioned.

Perception to examine it: 1d20 + 14 + 4 - 2 ⇒ (8) + 14 + 4 - 2 = 24

Knowledge Engineering to find unusual features or materials: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22

Knowledge Religion to find purpose: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
Patenemheb wrote:

Patenemheb slowly advances back to beside Tairin.

"Swift and talented work, as usual Tairin. Let me look a moment. And watch for oozes, should they be responsible."

Tairin bowed her head at the praise and softly said, "Thank you. I was grateful the acid did not burn me."

Yasala wrote:

Yasala points at the odd disturbance in the sand along the wall. "Before we head into the dark passageway, it might be good to investigate this. It seems like this wall has been opened in some way before; it might be some kind of hidden chamber which will help us understand what we may face ahead." She walks over and runs her hands along the section of the wall, studying it carefully.

She stared across the fifty feet of hallway she could see before the shadows/darkness obscured the rest. There was something powerful and oppressive within the dark chamber they had just opened and it was diminishing the magic of her lights which did not bode well with Tairin. Their dimmed, bobbing light was a warning she should heed. There must be another reason why the stone floor remains pristine without dust or sand. We will discover the reason soon enough...Let us not perish in the process. Sabra looked up from her nestled position within the shawl pouch; the kitten's bright emerald eyes staring into Tairin's dark ones, seeming to agree with her assessment.

Stepping away from the door's threshold, Tairin called back her four dancing light orbs with a rearward flick of her wrist and gracefully made her way to Yasala and her discovery in the wall. She settled the magical lights nearer the wall and party. In quiet voice, she responded, "You may be right in attempting to find an opening, here. The darkness beyond the door and hallway, there, must have powerful magic for my lights grew dimmer as they moved deeper within - something was curbing their glow. Best we try another course for now."

Perception, to aid, with stonecunning to see hidden features/locate secret door/access point: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Stealth to move quietly and not draw attention: 1d20 + 16 - 2 ⇒ (19) + 16 - 2 = 33

Sabra's small, midnight-grey nose twitched as she took in the air nearest the wall in question, hoping to gauge a scent of some kind.

Sabra's Perception, to aid: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15


The opening to the hidden door is fairly obvious to find when you look in the correct place.

After careful observation you are certain that there is a small indentation in one of the stones that, if pressed, will cause the part of the wall that rests on the indentation of sand at the edge of the wall on the floor to slide open.

All you need to do is press the latch and the door will open.

You see the hidden door; you see the way to open it. You can open it now, if you'd like, and proceed through whatever is on the other side, or you can continue with the door in front of you that you already opened.

For In-Game purposes you have been down here for about 2 Minutes so far. That said; which way do you want to go?


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

As soon as the indentation in the stone was discovered, the four magical orbs winked out of existence as her spell ended, leaving them in darkness. In the cloying darkness Tairin drew in the air with her fingers, tracing the ruins for light and uttered in soft Yar-Ammonite, //"Nawwar"// and a new set of four light orbs began to emerge; their glow expanding outwardly until their eerie, soft golden light filled the space around the group, pushing back the deeper shadows. Sabra gave a small, sweet *meow* as they bobbed above her and Tairin.

"That's better. Now, the lock that once sealed the large iron doors has melted completely away and the doors will not close. We will need to search the long chamber at some point, even for its strange effect on my magical lights. If it has been sealed so tightly for some time, it must contain something of great worth - whether treasure or knowledge. Perhaps we should start with entering through this revealed door into the secret chamber beyond. Yes? Bjoern, Talar, Yasala be ready in case of trouble. Patenemheb and I will follow behind and attempt to assist you with our knowledge of ruins and traps."

Tairin then cast her gaze around the small indentation in the stone and the build up of sand against the wall for any sign of trap or danger.

Perception for traps: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17

If she is believes there is no trap, due to her inspection/examination, then she shall proceed...

"Yasala, carefully press the latch and once the door is opened we will take a look and then proceed inside with prudence. All be on the watch for any sign of threat or revelation. Quietly as we can."

Tairin readied to send through the magical, bobbing lights, one at a time, once the secret door was opened, to light their path.

Tairin's Stealth to move quietly: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22

(Is everyone okay with the following order moving through the hidden door as follows (not sure how large or wide the opening in the wall is): Yasala, Bjoern, Patenemheb, Tairin/Sabra, Talar (our rangers protecting front and rear? If Talar and Yasala want to swap places, I'm fine with it as we're still covered in the event of trouble). Samir is still waiting and listening in on Osan and crew's meeting, yes?)


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Talar does his own search for traps.

Perception for traps (shaken): 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10

I'm happy with the marching order, I've taken my beating for the day.


The party then moves into the newly opened door.

There is no sign of traps, but there is sign of passage, though it is difficult to read on the stone floor.

As the company advances they discover that the door opens to a hallway roughly ten feet in width. This hallway is cut in the stone and it extends due west and as you walk down its dark length you notice some small rooms off the northern side of this hallway.

You do not need to venture far into these rooms; merely a passing glance will let you see that they were, at one time, chambers built as small cells, though it is more likely they were sleeping quarters for priests of this dark temple.

You pass two of these strange, empty rooms - the far side of them having a carved opening where a bed might have once laid; on these flat alcoves you can not make out anything of note except what looks like the remains of long-decayed bedding or cloth.

The third room is wider and has many rotted, wooden shelves.

Peering in this room you can make out what must have - at one point - been a place to store texts and scrolls of ancient times. Yet whatever was once here is gone; only the rotted shelves remain.

You then discover another two rooms, similar to the first two you noticed; and the hallway itself then takes a sharp turn due south.

As your party rounds the bend they notice the hall extends roughly ten feet south and then widens into a chamber approximately thirty feet square.

On the south side of this chamber you see a small carving on the wall that seems to be a door.

On the floor near this door you notice something which catches your attention - specifically, two bodies.

Their gear and garb at this distance seems consistent with that of the corpse you passed earlier, but you cannot see their features from the distance you at though there is the smell of rot and decay in the air which makes Sabra's nose wrinkle, though you suspect it comes from the bodies.

You're at the doorway of a 30x30 foot chamber. On the south side of the wall you see a closed door. The hallway you are standing in is 10 feet wide on the north side. The bodies lay near to the door on the opposite side of the room.

What do you do at this time?

Knowledge Dungeoneering DC 12 or Survival DC 15:

Based on your progress you believe the hallway you walked in led parallel to the chamber that you were in before when you fought the lion - though you are somewhat north of it.

You believe this 30x30 Foot room would have been directly North of the chamber with the pit that Osan and his men were hiding in earlier.

You did not see a doorway in the room with the pit, but it may be that the other side of the door is built to look like part of the wall.

In any case, you believe this door will lead you to same room that had the pit in which you found earlier.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

"I concur, Tairin. The magical darkness is a dangerous unknown, and we may find a means to deal with it elsewhere."

*************************

Patenemheb keeps his eyes - and nose - open to dangers.

Perception to see subtle dangers on and in the stone: 1d20 + 14 + 4 - 2 ⇒ (3) + 14 + 4 - 2 = 19

Knowledge Dungeoneering: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10

Survival: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25

"We walked parallel to the chamber with the lion. This room would be north of the room Osan and his servants were hiding in. That south door should lead us straight into that room. I recommend that we *carefully* approach and examine the bodies. I will wait for our front line to move first.", he finishes in a very matter-of-fact manner.

He sees what he can glean from a distance.

Perception to note oddities: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28

Heal to understand wounds or disease: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27


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You are not certain given the distance, but it looks like the two died very close to the door. Almost as if they were trying to shut the door when they died.

The door itself is shut currently, so perhaps they succeeded in forcing it closed even as they succumbed to their wounds?

You are not certain at this from the distance as they are laying on their faces and close to the door, their hands seeming to have slid against it as if they slowly collapsed to the ground as they died.

One thing you can note from where you stand is that the bodies seem to be in relatively "fresh" condition - that is; the flesh of their skin is dried and somewhat rotting, but you would imagine no more than a month has passed since they died.

However, the right hand of one of the bodies - which lays propped against the door - is missing the flesh from most of the palm and two of its fingers. It is almost as if the flesh of the hand was burned off or somehow melted - though the rest of the flesh on the other hand is not ravaged in a similar fashion.

Given you'll be AFK for some time I'm going to have your character leave the protection of the other PC's and go over and explore more fully.

Botting for Paten -

"We have lingered overlong over this matter; I shall move forward and examine them more closely," he says with confidence.

Paten then goes to the body and carefully turns it over and studies it.

"They wear the same robes as the man we saw that died earlier, likely slain by some sort of strange ooze," he muses loud enough for everyone to hear him.

"However, this man's face has been burned off; there is naught but the grim, place bone of his skull grinning at me," he adds with a flat voice.

"Based on the position of the body it looks as if he was sprayed directly in the face; he did not have time to turn or try to protect himself before the acid went to work and he quickly fell forward toward the door."

He examines the other.

"This one's face is still here; the burning starts somewhat below the neck and spreads down over the chest. There are various streams of acid-like burns covering various parts of his chest and torso and most of his right hand and forearm."

"I would say he held up his hand to ward off a stream of acid, or whatever was sprayed upon him, that the thing which caused the burns struck his arm and hand as he held it up to protect himself. It did not kill him outright and as he collapsed, yet before death took him, he pressed his hand against the door and wedged it shut."

He turns to the others.

"These two were killed by something beyond this door. Yet if our assumptions are correct, beyond this door is the very chamber that held the pit that Osan and his men waited in."

"We looked within that pit and saw at the bottom a heap of bones but no real threat - perhaps we should look more closely there, or beyond this door, if we wish to learn more of what caused the death of these men?"

Paten is offering a suggestion; what would you like to do with it?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Bjoern rearranges his shield and sword. "I would prefer not to have someone prowl our backs!"


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Survival (DC 15): 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6

Her sense of direction was not honed like her countryman's and she listened as Patenemheb spoke of where they were in conjunction to the chamber with the dead dire lion and sacrificial pit of bodies.

Paten wrote:

"These two were killed by something beyond this door. Yet if our assumptions are correct, beyond this door is the very chamber that held the pit that Osan and his men waited in."

"We looked within that pit and saw at the bottom a heap of bones but no real threat - perhaps we should look more closely there, or beyond this door, if we wish to learn more of what caused the death of these men?"

Tairin quietly responded to Paten and the others, "We peered into the pit and saw the month old bodies, that is correct. Yet, what lies beneath those bodies or within their ragged clothing and belongings? Could it be this ooze of which you speak or serpents for they would love such a pit? I would not see the same fate befall us, as the two here or those thrown into the hole. We must use caution and not descend down. I know I do not want to climb down there. Examining from the edge of the pit seems more wise." Tairin lifted one of her black shawls around her nose and mouth to stem the stench of the decay so near them.

Tairin, motioning her four dancing light orbs closer, took careful steps forward to get a better look at the closed door. She cast a critical look over it for signs of trap or danger.

Perception to notice trap: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15 (Dain GM, also, can we see any lock or mechanisms/latches on the door? I don't think I saw such details in your earlier narrative. Thanks!)

Looking to Patenemheb and then Talar who had taken rear guard, she asked, "You two are versed in traps, as I am. Perhaps you can lend your keen sight to this door and together we can determine if it is safe enough to open."

If there is a trap or lock, then Tairin will attempt to disable the trap or pick the lock with her masterwork thieves' tools ... check/roll here to save some time as I'm headed to bed after this post.

Disable Device: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Patenemheb ponders the matter as Tairin speaks, also absorbing her words, then replies.

"I will of course lend my eyes and expertise to the task at hand. I find it unlikely that a conventional foe threw acid at them. Far more likely a trap - or an ooze seeking flesh. Perhaps the ooze was summoned to devour them, or to keep them inside."

He muses as he examines the door, warily seeking mechanical hazards.

Perception to seek traps in aid of Tairin: 1d20 + 14 + 4 - 2 ⇒ (13) + 14 + 4 - 2 = 29

Disable Device to aid Tairin to disarm any trap: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26


As you study the door it is clear that, not only are there no traps whatsoever, but the door itself has no lock. Rather; it has a simple latch which - when lifted - will allow the door to be pulled open toward you (but for the corpse laying in the way).

In short, if the door is shut and the handle not lifted the door itself would need to be broken for someone to enter. Yet if someone merely lifted the latch the door could then be opened with some ease.

If you wish to move the body out of the way and open the door, you are free to do so, if you chose.

What would you like to do now?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Looking left and right Bjoern quickly drags the body away.


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

As Bjoern is clearing the bodies, Yasala stands by the door at the ready. "If we are going to open this, we should at least be ready for danger.
It seems that it will open back into the chamber where we found Osan, but that does not guarantee it is safe."


So - do you open the door or do you go back the way you came?


The party pauses at the door; they know it was without traps and after Bjeorn has dragged the body away and Yasala makes her comment the party takes hold of the latch on the door and lifts it, then drags the door back toward them.

On the other side of the door is a five foot ledge that seems to surround a large hole in the middle of the floor. On the eastern side of the pit you can see the large opening that led back to the main hallway which you found earlier.

In the pit you see the bottom of it is covered with the bodies of corpses which seem to be criss-crossing the grisly floor. Those of you who looked before had seen this; but somehow there may be more to see this time...

Perception DC 15:

At the bottom of the pit, almost covered by the corpses of bones which cover most of it, you can see another, smaller opening.

It has only a two or three foot diameter, you think, but it is hard to gauge as the corpses seem to cover it.

At this distance you cannot see much in that smaller hole, especially given the fact that you are above the opening (roughly 20 feet) and it is still mostly covered.

You think you could find out more about this second opening if you wanted to climb down there, if you wish.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Sabra's Perception via sight (DC 15): 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Tairin's Perception via sight (DC 15): 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28

Sabra looked down, with her keener animal vision, and gave a small meow having spotted something among/below the piled remains/bones. Tairin, carefully standing on the narrow ledge and looking down, directed two of her dancing light orbs to move down into the pit to provide her and the party with light with which to see the bottom of the pit. Her eyes spotted something and she murmured to Sabra that she saw it, too.

Quietly to her companions, she communicated in Susrhanite, whilst pointing to the place, "There, covered by the bones, Sabra and I have spied a small opening. From what is visible from this vantage, it appears to be two or three feet in width. It would be clearer to gauge from the pit itself, yet I have no desire to climb down into its grisly maw to determine whether the opening can be accessed to see what lies beyond. We have other, more pressing concerns to attend to this night. I say we move back to the dark hall whose iron doors I opened only a few moments ago and examine the chamber. Then we can attempt to destroy the terrible idol desecrating the moon god's body and see what Osan and his guardsman have been up to. Hopefully Samir has kept a keen eye on their meeting."


Tairin of the Veils wrote:
Quietly to her companions, she communicated in Susrhanite, whilst pointing to the place, "There, covered by the bones, Sabra and I have spied a small opening. From what is visible from this vantage, it appears to be two or three feet in width. It would be clearer to gauge from the pit itself, yet I have no desire to climb down into its grisly maw to determine whether the opening can be accessed to see what lies beyond. We have other, more pressing concerns to attend to this night. I say we move back to the dark hall whose iron doors I opened only a few moments ago and examine the chamber. Then we can attempt to destroy the terrible idol desecrating the moon god's body and see what Osan and his guardsman have been up to. Hopefully Samir has kept a keen eye on their meeting."

Note Via the Natural 20 Perception Check:

Looking into the opening of the pit you cannot see nearly anything; except this - it is deep.

Very deep...

Perhaps it is a trick of the light; perhaps it is the stone that is fashioned from the temple, but as the lights hover above it you can see that their shimmer reaches far below the depth of the pit.

You do not know how far down it goes, but you believe if you tried to climb down the hole in the center of that pit you would be climbing for a very, very long time.

It should also be noted as you study the bodies that - on closer examination - their bodies are missing entire sections of flesh; and while parts of their bodies have succumbed to decay and rot, as is customary for bodies laying to rot - other parts of them have no flesh on them, as if acid had burned parts of their corpses much like the bodies you saw in the room you were just in...


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

As she was speaking quietly to her companions, Tairin suddenly exclaimed softly and proceeded in low voice lest the stone in the walls carried her voice, "On closer look, the centre of the pit, where the hole is, appears to be much deeper than a mere twenty feet. If one were to try to climb down, they would be climbing for a vastly longer time, I believe. Also, the bodies, or what remains of them; are missing large portions of their flesh. And, even among the general rot and decay, there are sections with no flesh on them as if acid burned it away, much like the bodies we saw in the previous chamber. I would not have any of you attempt the climb down. The threat outweighs the reward, as I see it. What do you make of it, Patenemheb?", consulting with her countryman scholar.

Know. Arcana re magical illusion explaining depth of pit: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Know. Planes re planar magic/planar access point to explain changing depth of pit: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21

Tairin murmured "Iktishif Sihri" as she cast Detect Magic down toward the centre of the grisly pit. hoping to note any magical auras coming from beyond the bones of the corpses. (60 ft range, so hopefully can pick up something?)

Spellcraft to identify magics, if any involved: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19


Tairin of the Veils wrote:
As she was speaking quietly to her companions, Tairin suddenly exclaimed softly and proceeded in low voice lest the stone in the walls carried her voice, "On closer look, the pit appears to be much deeper than a mere twenty feet. If one were to try to climb down, they would be climbing for a vastly longer time, I believe. Also, the bodies, or what remains of them; are missing large portions of their flesh. And, even among the general rot and decay, there are sections with no flesh on them as if acid burned it away, much like the bodies we saw in the previous chamber. I would not have any of you attempt the climb down. The threat outweighs the reward, as I see it. What do you make of it, Patenemheb?", consulting with her countryman scholar.

To clarify somewhat - the pit is 20 feet wide and roughly 20 feet deep. On the bottom of the floor of the pit is where you found the bodies/corpses.

In the center of the pit is a black, foreboding hole - this hole itself is far deeper than the rest of the pit. In short; if you climbed down and rooted through the bodies you'd only be 20 feet from the surface, but if you moved to the center of the pit you'd see the mysterious hole (roughly a meter in diameter) and if you peered into that hole you'd stare into a very, very deep opening...

Response to Detect Magic:

On the bottom of the pit, near to the hole, there is something that is radiating magic. You cannot tell what it is, as the remains of a corpse covers it, but you can certainly see there is a magical aura glowing from under the remains of one of the dead.

The aura itself is a combination of Abjuration and Conjuration.

As for the hole in the bottom of the pit, the hole seems to be drawing the power of your spell within it. Somewhere, perhaps in the depths of that hole, there is something dark and evil that seems to suck the very light of your spell away.

No matter how safe or dangerous the bottom of the pit may be, you are gripped with a fear at the thought of entering the hole within its center...


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Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

I edited my last post to reflect it was the dark hole at the centre that was deeper than the 20ft. I hope that it makes sense upon reading by the others.

"The dark hole burrowing in the centre of the pit is issuing dark, malevolent magic. None should enter through it. It is pulling upon the magic coming from my lights. I found another source of magic coming from a place to the side of the pit, beneath one of the bodies. I will try to determine what lies there. Give me a moment."

Motioning one of her dancing lights nearer to the section radiating the magical aura (while bypassing the pull of the dark energy coming from the nearby hole), Tairin quietly uttered, "Shael", casting Sift to better see the hidden treasure or object beneath the corpse atop it.

Perception with Sift to see what is beneath the corpse: 1d20 + 12 - 2 - 5 ⇒ (18) + 12 - 2 - 5 = 23 (30 ft range, covers area one 10 ft cube, no penalty is applied for distance, detects objects and features and not creatures.)


Tairin of the Veils wrote:

I edited my last post to reflect it was the dark hole at the centre that was deeper than the 20ft. I hope that it makes sense upon reading by the others.

"The dark hole burrowing in the centre of the pit is issuing dark, malevolent magic. None should enter through it. It is pulling upon the magic coming from my lights. I found another source of magic coming from a place to the side of the pit, beneath one of the bodies. I will try to determine what lies there. Give me a moment."

[dice=Perception with Sift to see what is beneath the corpse]1d20+12-2-5 (30 ft range, covers area one 10 ft cube, no penalty is applied for distance, detects objects and features and not creatures.)

Response:

Hard to say; you think that there is something around the neck of one of the bodies. You are not sure what it is; you think it may be a necklace or amulet which is granted power that the person is wearing, but you are not certain what it is for sure... but that the corpse has a magical necklace or amulet on it seems very likely.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Bjoern looks that Tairin is concentrating on the pit below.
"Do you want me to climb down. We could fasten a rope."


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Having used her magic to enhance her sight at range, Tairin turned and softly revealed, "The corpse below is wearing a magical amulet or necklace and that is the aura I am sensing. Perhaps we should try to retrieve it carefully for it may be of some importance."

Bjoern wrote:

"Do you want me to climb down. We could fasten a rope."

Tairin turned her focus onto her Northman bodyguard. "Bear, if you climb down, then I will have our archers ready in case of trouble. Mind where you step and do not get too close to the dark hole at the centre. Move, mindfully, toward the corpse with the amulet or necklace and try to remove it as steadily as possible and then come back to the rope and climb out. Do not tarry overly long."

To the others she instructed in low voice, "Those with ranged weapons be on the ready around the ledge and keep your eyes and ears open for any threat as Bear moves in the pit."

Bjoern gave his rope to Samir earlier who then stowed it in his pack. If anyone else has a rope Bjoern can use, please hand it across? Thanks!

Once the group secured a rope for Bjoern to use to climb down into the pit, Tairin moved her four dancing light orbs down into the pit to cast light over the floor, so any present but hidden danger could be seen more readily.

Botting Bjoern's Climb check using rope: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Botting Bjoern's Climb check using rope: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
Botting Bjoern's Climb check using rope: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
Botting Bjoern's Climb check using rope: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
Botting Bjoern's Climb check using rope: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17

Botting Bjoern's Perception to note threats and find amulet/necklace on corpse: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27

Botting Bjoern's Stealth to move as quietly/carefully as possible among the bones/corpses/floor of pit: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17

From her position on the edge of the ledge, Tairin carefully watched as Bjoern descended; hoping to spy trouble and warn her companion before an impending attack. Sabra's bright emerald green eyes gazed down over the scarf pouch into the pit below, hoping to help her mistress and her companions.

Tairin's Perception to note approaching danger/impending threat inside the pit: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Sabra's Perception, to aid, to note any threats inside pit: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18

(So the plan is to have Bjoern descend the 20ft to the floor of the pit, using a rope. If those with ranged weapons can back him up around the ledge and the rest of us keep our ears and eyes open for danger to warn him if needs be. Tairin simply wants him to get possession of the magic amulet/necklace she noted with her magic and then get back up out of the pit. Is everyone okay with this? Bjoern, I botted your respective rolls to move things along in case Dain GM wanted to push forward.)


Bjeorn is lowered to the bottom of the pit and he peers amidst the damaged and ruined corpses.

Moving to where the place that had the supposed magical item he prods the body away with his boot and stares down at it.

There, dangling around the neck of the body, is an unusual looking necklace made of thick cord and bearing strange, animal-like totems on it; bones and teeth, as well as small glass beads, stone beads and pieces, and the center piece is a long, strange tooth.

What is unusual about this body is that - after turning it over - it is not burned as the others were with acid-like destruction. You see that his body has been stabbed many times, his left eye has been stabbed deeply and is missing and he looked as if he died by steel rather than the way the others were killed.

Pausing to search them you can see that those men with the burned bodies seem to be Yar-Ammonite and, in some cases, well-dressed Khazistani. The bodies that are slain with steel alone seem to be also of Khazistani stock - yet their features are more rustic and barbaric looking somehow.

In the center of the pit is that hole and from it comes a hideous smell. Around the edge of it you notice strange letters or carved symbols around the edge, but you cannot discern their meaning - only that when you stare at them your very mind seems disturbed by what you are observing.

Shaking your head you take the necklace and move to the rope and are free to share what you have found.

The information Bjeorn has found is shared with the rest of the party above. What do you all wish to do at this time?


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin was relieved when Bjoern climbed back out of the pit and calmly asked for the necklace he had retrieved, "I would like to examine it to see what kind of necklace it is."

Dain GM wrote:

There, dangling around the neck of the body, is an unusual looking necklace made of thick cord and bearing strange, animal-like totems on it; bones and teeth, as well as small glass beads, stone beads and pieces, and the center piece is a long, strange tooth.

Tairin carefully turned the magically imbued necklace in her hand, examining it for its worth and identification.

Appraise to value the necklace: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Know. Religion regarding the animal totem motifs etc or religious context of the necklace: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Know. Local re what the necklace is and what culture could have designed it: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Know. Nobility re who, of noble rank or position, the necklace might belong to or be fashioned for: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16

Dain GM wrote:

In the center of the pit is that hole and from it comes a hideous smell. Around the edge of it you notice strange letters or carved symbols around the edge, but you cannot discern their meaning - only that when you stare at them your very mind seems disturbed by what you are observing.

As she contemplated the strange necklace in her hand, Tairin carefully moved around the narrow ledge, so she could get a better look at the dark hole at the centre of the pit; more importantly the carved symbols that Bjoern had uncovered when he pushed the bodies away. Tairin directed three of her dancing light orbs closer to the symbols, even as the dark, malignant hole drew from the intensity of the magical lights; dimming them slightly. She kept the small orbs skirting the hole, in hopes that whatever foul, insidious magic resided within the hole would not diminish her lesser magic.

Perception to see the carved symbols better: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Linguistics check to determine if she can recognise them belonging to a particular race/nation/decipher them: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23


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Tairin of the Veils wrote:

Tairin was relieved when Bjoern climbed back out of the pit and calmly asked for the necklace he had retrieved, "I would like to examine it to see what kind of necklace it is."

Tairin carefully turned the magically imbued necklace in her hand, examining it for its worth and identification.

Response:

You study the necklace and recognize it as being connected to cultures who are certainly more brutal and less civilized than that of the city-folk you met with recently.

However, based on the description you feel the person who possesses this item is likely a Khazrajite.

You recall this of their people: The nomadic tribes of the northwestern desert are descended from Khazistani stock. Calling themselves the Khazraj, they are a free-willed, fierce and stubborn lot; a constant menace to caravans and travelers. The Khazrajites are physically identical to the people of Khazistan, but of a slightly darker tan due to their exposure to the desert sun. Adult men usually grow thick, black beards, and wear white khaftan robes and silver-hilted scimitars.

You feel, then, that the man who bore that necklace is likely of that people.

As for the necklace itself? Its power and potency suggests that a possible priest, or a leader of some Khazistan tribe or cult would have worn such a necklace. It is far too powerful for a mere foot-soldier to have in his possession. Thus, you believe that the dead man at the bottom of the pit was likely a priest or leader of a Khazistan group; but if that is true, who killed him? And - having been killed - why should he be thrown into the pit with the item still on his body?

Meanwhile, as you ponder the necklace you are able to identify its powers/properties with a modest amount of study - but learning its secrets reveals only a new mystery...

Full description of the powers are identical -Here-. Though the item is different looking than what is described, the powers are the same.

Yet if this is true, then why did the power not manifest itself when the one who wore it was slain? Why did it not return his health as he lingered on the edge of death; and if it did revive his health, then why should it remain as - after expending its power - it should have faded into dust?

Something kept it from working; that much you know - but you do not know what, if anything, kept its power from working to its full potential.

However, more on this matter may be learned in time...

Tairin of the Veils wrote:
As she contemplated the strange necklace in her hand, Tairin carefully moved around the narrow ledge, so she could get a better look at the dark hole at the centre of the pit; more importantly the carved symbols that Bjoern had uncovered when he pushed the bodies away. Tairin directed three of her dancing light orbs closer to the symbols, even as the dark, malignant hole drew from the intensity of the magical lights; dimming them slightly. She kept the small orbs skirting the hole, in hopes that whatever foul, insidious magic resided within the hole would not diminish her lesser magic.

You can read that the tongue is not carved in the language of Yar-Ammon; but a crude derivative of the people of Khazistan.

Roughly translated it reads - Child of Shoggoth...

Results on the meaning:

Shogguth is a a creature of immeasurable power; a dark rumor, sometimes called a demon, dark god or being from another realm or plane.

Its form is like a dark, gibbering ooze pocketed with scintillating eyes and hideous colors and shapes that shimmer on its surface which typically lead those who witness it to madness if its acidic-like tendrils do not strip the life from the one who it touches.

The men of Khazraj are said to worship a god called "The Old One" - and it is known that this being "Shoggoth" is indeed considered to be like the "Old One" in that is a being from beyond and before the reckoning of all mankind.

You do not believe this pit leads to the actual realm of such a being; but it is likely that it may have some foul offspring which lingers in its dark depths.

If this is correct then it is not surprising that the men of Khazraj would see such a being as a dark god; and it is not surprising that bodies cast within the pit may be consumed by whatever foul thing that should try to crawl from the dark hole.

What is surprising is why such a creature would find its place of worship in this temple. The god of the moon is ancient, but not like the one called Shoggoth or its foul kin - why should those who worship it be found here? Why should the lair of such a creature - even an offspring - be found here?

You do not know; not yet - but you believe that the conflicting powers of this dark presence is at odds with the power of what god made his temple here - namely; the god of the moon.

In short; you think that certain powers may be hindered or weakened (such as the power of the amulet) because the god of the moon does not permit the tools of his enemies to work to full potency.

You do not believe the necklace has any negative aspects to it; it is as described above. You DO believe that if an enemy to the god of the moon was wearing it then the moon god - being that this is his temple - would do what he could to hinder powers from an enemy faith to work at full potency. Thus; once you took it from the temple you suspect that whoever wore it that the power would of the magical necklace would work at full potency and without issue.

Rival gods have their own battles to fight, and it is dangerous for mortals to interfere. In any case, you know enough to believe that to try to descend within that hole would lead to certain death and madness.

You feel that more could be discovered after searching the remainder of the temple for further details - but you do not know fully how safe such a search will be; only that you believe it will reveal more details if you continue your search...

What do you do now?


Female Civilized Azimbanan Spirit Ranger 5 | HP 64/64 | AC 18 (T13/FF15) | DR 3 | Init +2/+4 | Perc +11 (+mods) | Speed 30' | CMD 22 (FF 19) | F+7 R+6 W+2 | Active Conditions: None

Yasala watches Bjeorn and Tairin carefully as they search the pit and inspect the necklace. "This is a useful discovery, and although it might be useful to explore the pit further, I think we should continue through the temple for now. Not only is the hole leading further down potentially too dangerous, it is probably not going to help us in our current mission." She looks around at the others, gauging their reactions. "The necklace is a great find, let us return to the darkened passage and see what else we can discover."


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Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

"This necklace appears to be made by the Khazrajite, fierce nomads who prey on caravans and travellers. The one who wore the necklace in the pit is thus from Khazistan and possibly a priest or chieftain. But why was he killed and tossed into this pit? And, still wearing the powerful necklace. A sacrifice? As to the magic it possesses (Aegis of Recovery), it is meant to aid one who is on the edge of death and return their health; crumbling to dust thereafter. Yet, the power did not manifest as evidenced by the corpse in the pit. Something stemmed its full power."

"As to the symbols around the pit, they are etched in a crude form of Khazistani and roughly translate to Child of Shoggoth. The men of Khazraj worshipped the Old Ones and Shoggoth is likened to these gods in that it is a being from beyond that came before the reckoning of all mankind. This creature has immeasurable power and is much like a demon or dark god from a realm beyond ours. It appears as a dark, gibbering ooze with many, glittering eyes, whom when looked upon makes one mad if its acid-like tendrils do not strip one's life away upon touch. The hole is possibly not a doorway to this realm; but a dark place where some foul offspring lingers. It may be this offspring which has feasted on the bodies of those in the pit and then crawled back into its hole. Why would such a creature have a lair in this place and be worshipped in this Moon temple? The Moon god is ancient but unlike Shoggoth or its foul kin. The power of this dark presence seems to be at odds with the power of the Moon god, Khonshu. If there is this conflict, it could explain why the power of the amulet we have discovered was hindered or weakened for Khonshu does not permit the tools of his enemies to work to their full potency. None should attempt to descend the hole for I believe it would lead to death and madness."

Tairin turned the amulet again in her hands, very carefully for she was not keen to touch it so openly when conflicts between rival gods existed in this temple and should not be interfered with by mere mortals.

"The amulet itself is not evil. The moon god simply hindered its power when his enemy came within this sacred place wearing it. If we took it out of this temple, and someone was to wear it, then it would regain its full power and cause no harm to the wearer. I shall stow it away for safe keeping for now."

Tairin pulled a short scarf from her pack and wrapped the amulet/necklace before stowing it inside.

Yasala wrote:

"The necklace is a great find, let us return to the darkened passage and see what else we can discover."

Tairin's dark eyes fell on Yasala and she replied in low voice, "Indeed. Let us be away from here. Let us remain wary once we are inside the dark hallway within the other chamber. The darkness deeper within the chamber seems to draw upon magic, diminishing it. Yasala, please lead the way." Tairin moved back into position within the line (Same marching order as before...) and called to Bjoern quietly, "Thank you for entering the pit and retrieving the amulet. You are brave, Bear."

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