
GM Mauve |

Parrameleh lashes together the ladder to make a makeshift bridge. Easy! Her knots are tied strong. She dashes across to the other side. The ladder is only 30ft long, I'll say
Anyone can join her now. But there are still a few more pillars to jump over. Only three more Acrobatics checks to get across. Or you can fall down into the water and swim to where Andrelis and Gareleth are.
Now, Andrelis and Gareleth can examine the room they are in. This hallways has staircases leading down to the north and to the west. The wide staircase to the west laeds to a room illuminated by the warm glow of a small, fuel-less forge next to an eight-foot-tall statue. The statue depicts a handsome, winged humanoid, though one side of his body is notably angelic and the other half fiendish. Skeletal remains in a red uniform lie in the middle of the room.
So Gareleth, Yuzu, and Kaseem have all fallen into the water and are covered in an oily sheen.

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Knowledge Religion: 1d20 + 4 ⇒ (7) + 4 = 11
And the streak continues!
Kaseem will take a moment to examine the area and cast Detect Magic to see what is causing the glow.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

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Yuzu withdraws some soap from her (sopping wet) pack.
"Before we do move on from here,
Let us wash off 'til we are clear."
Something about being covered in residue is making her concerned that there's something up ahead that is likely to make use of it, after all.

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Sorry for slow posting
Tuck lends a hand with the manoeuvring of the grate and offered to carry any armour or gear left behind.
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
He very gingerly steps onto the ladder, worried it may not take his bulk.
After crossing on the pillar he seems much more comfortable despite the drop.
Tuck jumps to the first pillar but slightly misjudged it and wobbles precariously on the edge before finding his balance.
The next two jumps are much more graceful and he easily gets across. He fishes out a waterskin and dampens a small towel before offering it to Yuzu and the other bedraggled members of the party.
”Its not much but it might help. “
As they start using the towel (which will probably become filthy very quickly) an idea occurs to him. Taking off his cloak his fishes out a belt knife and starts cutting the cloak up to use as cloths so everyone can wipe away the worst of the oily residue.
He waves away any objections with a smile.
”Don’t worry. Ive got plenty of insulation.” He pats his belly with a chuckle.
The fuel-less forge is intriguing.
”I wonder how that works. An oven or stove like that would be useful.”
Craft or Knowledge Engineering (Both untrained): 1d20 ⇒ 2
He considers the red uniform and tries to place it.
Knowledge History: 1d20 + 4 ⇒ (12) + 4 = 16

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Nothing more than my precious waterskin, but if anyone has Create Water...
Sorry, Kaseem doesn't have Create Water in memory. He also has soap and a waterskin to add to the cleaning cause.

GM Mauve |

I'll say you can get some of the oily residue off if you use your waterskin, but not all of it.
Just to move us along, put everyone in the next room
As Gareleth approaches the forge, the ivory baton in his bag starts trembling slightly. The closer he gets to the forge, the more it shakes.
Anyone can attempt to work on the ivory baton to restore some of its functionality, even though you have no idea what it does. With 10 minutes of work and a DC 15 craft (anything relevant) or Spellcraft check, you can restore some functionality. If/when you fix it, I'll say someone can do another Spellcraft check to ID it.
Checking the corpse, looks like the red uniform looks like its from a Cehlish soldier, but there is a clean cute hole through its rib cage. Tuck can also see that one of the corpse's skeletal hands still clutches an amulet.

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As the rod in his pack begins trembling, Gareleth says, "This demonic rod is trembling. Trouble must be close."
He doesn't know what it is, so I'm not sure if we'd want to fix it or not.

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I've got Craft (tools), which seems relevant, but as Gareleth mentions, we don't actually know what it does, and that seems important.

GM Mauve |

True. You can tell it's broken but not knowing what it does will be tricky. Up to you guys if you want to fix it despite not knowing anything about it.
Kaseem also senses magic coming from the amulet that the skeleton is firmly holding onto. Looking closely at this amulet, the head of a goat is engraved on it. Kaseem estimates it to be worth about 40 gp.

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I'll say you can get some of the oily residue off if you use your waterskin, but not all of it.
Just to move us along, put everyone in the next room
As Gareleth approaches the forge, the ivory baton in his bag starts trembling slightly. The closer he gets to the forge, the more it shakes.
Anyone can attempt to work on the ivory baton to restore some of its functionality, even though you have no idea what it does. With 10 minutes of work and a DC 15 craft (anything relevant) or Spellcraft check, you can restore some functionality. If/when you fix it, I'll say someone can do another Spellcraft check to ID it.
Checking the corpse, looks like the red uniform looks like its from a Cehlish soldier, but there is a clean cute hole through its rib cage. Tuck can also see that one of the corpse's skeletal hands still clutches an amulet.
** spoiler omitted **
Kaseem will use his soap and water to clean up as best as possible.
He then examines the red uniformed corpse.Casting Guidance on himself before he does so.
Heal: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
"This poor fellow encountered something that burned the hole through his torso."

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I've got Craft (tools), which seems relevant, but as Gareleth mentions, we don't actually know what it does, and that seems important.
The problem is it looks like we'll need to fix it to find out what it does. I'd say it's worth the risk but Kaseem has none of the relevant skills to assist.

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If it's allowed...
Yuzu gets out her kit and gets to work on it. She takes care not to get too risky... but doesn't do enough in-depth analysis to determine a best scenario.
In other words, taking 10 for a clean 15! Didn't want to risk rolling a 1.

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Andrelis, given his recent experiences with the undead, will keep a sword pointed at the corpse while Kaseem looks it over. Think he's been dead a long time? Sure looks that way...

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If it's allowed...
Yuzu gets out her kit and gets to work on it. She takes care not to get too risky... but doesn't do enough in-depth analysis to determine a best scenario.
In other words, taking 10 for a clean 15! Didn't want to risk rolling a 1.
Kaseem will add plenty of Guidances to Yuzu's efforts.

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Kaseem will remove the amulet from the corpse's hand and give it to Gareleth for identification.

GM Mauve |

No spellcraft for the amulet. But you can identify the school of magic with Detect Magic and Knowledge (arcana)
After a long 10 minutes of working the forge, Yuzu finally restores the rod... somewhat. It still looks unstable. Maybe a professional craftsman would be able to restore it to its full glory.
I'll say you can roll another Spellcraft check to ID the rod

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No spellcraft for the amulet. But you can identify the school of magic with Detect Magic and Knowledge (arcana)
After a long 10 minutes of working the forge, Yuzu finally restores the rod... somewhat. It still looks unstable. Maybe a professional craftsman would be able to restore it to its full glory.
I'll say you can roll another Spellcraft check to ID the rod
Kaseem cheers Yuzu's handiwork! He nudges Andrelis and whispers to him, "Good warrior, good at fixing magical devices, no wonder you have your eye on this one."

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Yuzu holds up the rod when she's done with it.
"A device of sorts, repaired, reforged;
A fresh pair of eyes could determine what it's for."

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Andrelis looks around the room briefly, content that they did whatever was needed here, and checks out the stairway before descending...
Perception: 1d20 + 7 ⇒ (18) + 7 = 25+1 for Trapfinding

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Parrameleh watches on admiringly, "So, what does it do?"
"I am curious as well!"

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Andrelis looks around the room briefly, content that they did whatever was needed here, and checks out the stairway before descending...
[dice=Perception]1d20+7+1 for Trapfinding
"Did you find anything?

GM Mauve |

The stairways themselves are not trapped - Andrelis sees nothing of interest here. He slowly starts to descend the stairs. On the eastern end of the dim hallway in front of him, two staircases lead to the north and south. The one to the north has collapsed. Andrelis is on the one to the south. A paining on the eastern wall depicts four figures guided along a path by a rat, a goat, a raven, and a hound. A rounded tunnel extends to the west, and glowing runes on the floor divide the floor into four areas. Stairs at the far end of the hall descend into a larger room, and a decrepit corse wearing a silver amulet is splayed precariously across the upper steps (white square).

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Kaseem searches the area and also casts Detect Magic on the corpse and the silver amulet.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

GM Mauve |

Should be a DC 15 Knowledge (planes) check above
Kaseem does detect magic coming from the amulet. He also gets a sense that the runes are magical as well.
He sees a paining on the eastern wall that depicts four figures guided along a path by a rat, a goat, a raven, and a hound. A rounded tunnel extends to the west, and glowing runes on the floor divide the floor into four areas. Stairs at the far end of the hall descend into a larger room, and a decrepit corse wearing a silver amulet is splayed precariously across the upper steps. Faint illustrations cover the walls on the north and south side of the room.

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Should be a DC 15 Knowledge (planes) check above
Kaseem does detect magic coming from the amulet. He also gets a sense that the runes are magical as well.
He sees a paining on the eastern wall that depicts four figures guided along a path by a rat, a goat, a raven, and a hound. A rounded tunnel extends to the west, and glowing runes on the floor divide the floor into four areas. Stairs at the far end of the hall descend into a larger room, and a decrepit corse wearing a silver amulet is splayed precariously across the upper steps. Faint illustrations cover the walls on the north and south side of the room.
Kaseem was searching for anything else; he doesn't have Knowledge (Planes).

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Tuck examines the runes and the separated sections.
"I don't know much about magic but a line of runes seems like something that needs to be taken seriously"

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Seeing nothing that the party can do here, Andrelis pushes ahead to the next chamber.
I've asked the GM to bot Gareleth for the Detect Magic, Knowledge, and Spellcraft checks. The runes might be relevant to the mission and may tell us more about this structure/place.

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Detect Magic
Knowledge Planes: 1d20 + 6 ⇒ (8) + 6 = 14
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17

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Detect Magic
[dice=Knowledge Planes]1d20+6
[dice=Spellcraft]1d20+6
It is ALIVE! :)
Could you run another set of DM and Spellcraft on the magical amulet please?

GM Mauve |

Garaleth does not know what the rod is, beyond knowing it's made of ivory. Now that Yuzu has fixed it somewhat though, he does realize it's quite magical.
Garaleth also looks into the room, but is unsure what the faint illustrations mean.
The amulet is on the other side of the room, beyond the four sets of runes. Is anyone going to go get it off the dead body? (You can make a DC 15 Heal check to determine how he died).
I'll also highlight again that you see a painting on the eastern wall that depicts four figures guided along a path by a rat, a goat, a raven, and a hound. You've also found a dagger with a raven-headed pommel, a ring with the head of a hound, and an amulet with the head of a goat engraved on it.

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Is there a path to the body without touching the runes?

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Is this something Andrelis even wants to try to disable?

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Having looked around and with no better ideas Tuck will collect the items from whoever had them then take a deep breath and step over the first line of runes.

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Kaseem will give Tuck a 'good luck' casting of Guidance - just in case.

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Yuzu frowns.
"Need we hold the relics of beasts?
We have three... but need we four, at least?"
"Perhaps we use the three we have to get to what might be the fourth, the amulet?"

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Tuck pats himself down.
"Nothing feels wrong, so that's a good sign."
He gingerly walks forward towards the body with the amulet.

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What Tuck doesn't realize is that he's just summoned the Tarrasque!