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No no .. I figured that bit out Nightkit said as she climbed out of the water. I meant the retaliatory action. What she said she had to do. Bind the elf to this spot perhaps?
And if we do manage to free you ... you'd be welcome to visit. I'm looking at this fixer-upper place in the Puddles district. Even comes with it's own indoor swimming pool - sort of

GM Valen |

No no .. I figured that bit out Nightkit said as she climbed out of the water. I meant the retaliatory action. What she said she had to do. Bind the elf to this spot perhaps?
Once translated, Sellana replies, "My instructions are to attack if an intruder has caused damage, engaged in theft, or gained unauthorized entry. I will continue to attack until the intruder is subdued or otherwise no longer poses any danger of causing any damage, engaging in theft, or gaining unauthorized entry. After 'Kiras' was subdued, I decided to keep it here, have it serve as company."
"Hopefully, we can find a way to free you. Oh! Do you have anything that could aid us in our quest?" he says with a wink, then glances at the sword on the statue and the wand at the bottom of the pool.
"I have nothing to give to you. 'Kiras' had some items that might help you. I have received no instructions as to those." concedes Sellana.
If you cast detect magic to examine the belt, you may open the spoiler below:
Knowledge (arcana) or Spellcraft to identify the aura.

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Nightkit dries off and dons her gear. Ah. So you basically pummeled him into submission. And then I guess made sure he couldn't leave. Maybe I need to explain somethings about us sometime. Live the need to eat, and drink for instance.

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"Thank you, Sellana for letting us have that elf's stuff."
Corey casts detect magic on the corpse to see if anything is magical.
"Got something on this belt. It's magical." he says to his teammates.
He attempts to identify the magical belt...
Spellcraft & Elf Magic +2: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

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"Chances of it being cursed are quite low if they wore it willingly..."

GM Valen |

He attempts to identify the magical belt...
...and concludes that belt was created to bolster the health and stamina of its wearer.
Coery identifies the item as a belt of mighty constitution.The party has all the information is it likely able to gain from Sellana. Does the party wish to explore anything else in the room as Sellana looks on? If not, where to, Pathfinders?

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Of course, slavery is very bad. But subjugating the undead Jeweled Sage looks as tempting to Ashtoreh as a chocolate cake in that cafe in her student days in the center of Caliphas... I think we should hurry. The necromanceress licks her lips thinking about something of her own. Buddy, open the door. Her undead assistant slowly opens door number 3.

GM Valen |

Her undead assistant slowly opens door number 3.
I generally go with the "Rule of Two". Once 2 PCs agree on a course of action (such as entering a room), then I will bring the whole party into the encounter. Ashortet votes for Door 3 (indicated in green on map on Slides.)
Corey, however, previously mentioned going through the southern door. Given the compass rose on the Map, that would be Door 4 ("North" points roughly to the right edge of the map).

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"We'll see what we can do to free you, Sellana. We will check back in on you upon our return."
Corey takes his leave and exits to the room with the others.
"Does anyone want to wear this magical belt?" he asks when they return to the room with the fallen column.
Did not see the compass rose earlier. Haha. I always assume North is up on the maps.
"Hang on, Ash. We should try this door at the end of the room." Corey says as he points at the door at the southwestern end of the room.
I vote for door #4 first. Is there anything remarkable about each door or are they just standard wooden doors?

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The gnome investigates the other areas of the room.
"Hmmm"
"Found anything interesting, Seebonickk?" Merida follows the gnome to the east wall with the large carving.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge: Religion untrained: 1d20 + 2 ⇒ (5) + 2 = 7
"Hm... no, doesn't ring a bell." Merida turns to the others: "Come look here! There is a carved man with half his body burnt and ruined and the other half young and healthy. Does anyone know something about this? I don't..."
Merida votes for door #3... AFTER we investigated the carving thoroughly.

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Nightkit is just content to follow the others, although she has a preference for following Merida.
Sure it's not Grandmaster Torch? she asks.

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Whoops. I meant door #3.
Corey moves up with the others to inspect the carvings on the wall.
"Hmm. Interesting."
Know (Religion): 1d20 + 7 ⇒ (8) + 7 = 15
"Hey. The man depicted on the large wall carving is the god of magic, Nethys. His split form shows the creative and destructive potential of magic.
And look here... there is a series of cartouches on either side of the carved figure.
Slide revealed
"I wonder if I can decipher these glyphs...
Know (Religion): 1d20 + 7 ⇒ (5) + 7 = 12
"Nope. I have no idea what they mean."

GM Valen |

"Hey. The man depicted on the large wall carving is the god of magic, Nethys. His split form shows the creative and destructive potential of magic.
And look here... there is a series of cartouches on either side of the carved figure.
With the identity of Nethys now revealed, the party can put the glyphs in some context.
See new Slide."I wonder if I can decipher these glyphs...
"Nope. I have no idea what they mean."
Anyone else wishing to decipher the glyphs...
Any PC wishing to attempt to translate the cartouches may attempt a Linguistics or Knowledge (religion) check. A PC who can read Ancient Osiriani gains a +10 competence bonus on this check, and they can attempt the check untrained.
You may now reveal this Slide.
An may attempt a DC 20 Perception check or, at this point, take 20

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I know modern Osiriani, but not this ancient stuff
linguistics: 1d20 + 6 ⇒ (14) + 6 = 20
perception: 1d20 + 10 ⇒ (15) + 10 = 25
There's a seam in the wall here

GM Valen |

A door maybe? Can you find a way to open it? If not...I can try... Theron says as he grabs his crowbar.
Spying Theron reaching for the crowbar, Sellana gushes.
"You may want to rethink your course of action."

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"Don't do it, Theron. Sellana is sworn to protect this room. We can come back later on. Hopefully we'll find a way to release her. We need to find that Jeweled Sage."

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@GM Valen: If Ashtoret uses my Comprehend Languages wand, will she get the +10 bonus to decipher the glyphs? Or does the spell make that check obsolete? In that case, Corey would have already deciphered them...

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Religion: 1d20 + 13 ⇒ (14) + 13 = 27
Well, well. Nethys and his symbols. Look here! Scepter means...
>> Check this slide plz .) <<

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"Ah, ok. Today I learned something new. So, what does it all mean? Is it an art installation? Or maybe it's a riddle where we need to figure out the sequence that opens something, e.g. the secret door?"

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Well, given it's proximity to the door. I'm guessing it's a riddle that, when answered opens the door

GM Valen |

Well, given it's proximity to the door. I'm guessing it's a riddle that, when answered opens the door
It is, indeed, a riddle that, when answered, opens the door.
Do you wish to try and solve it, Pathfinders? Or do you wish to explore elsewhere first?

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"I suggest we come back to this room later on. We can't mess with the secret door until we find a way to release Sellana. Let's go check that door in the room with the fallen column."

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Well, opening the door triggers the elemental... so no, not yet. Door #3 it is.
"Yeah, let's go check out the other rooms."

GM Valen |

Complying with Ashtoret's command, "Buddy" opens the door (#3) revealing a storage space that once housed food and supplies for the fortress.
Room now revealed on map on Slides.
The walls, floor, and ceiling of the room are charred, and the burnt remnants of a few splintered boxes and barrels and a handful of corpses are scattered to the edges of the room.
Where to next, Pathfinders?

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k arcana: 1d20 + 3 ⇒ (11) + 3 = 14
Not a clue. Did someone toss a fireball in here?

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"It sure does look like it, Kit." Corey remarks as he pokes his head into the small room and glances about.
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
"In fact, there was definitely a fireball explosion in here. I can tell from the direction of the scorch marks on the wall and what I learned in Playing with Fire 101 class."

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Did I say that out loud Nightkit replies. But ... ewwww .... a fireball in a confined space. Poor sods didn't stand a chance.
And I hope that was Safely Playing with Fire 101 ... I don't do fire stunts for a reason.

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Ashtoret makes an imperious gesture with her hand and her "buddy" goes inside. Just to be sure.

GM Valen |

Ashtoret makes an imperious gesture with her hand and her "buddy" goes inside. Just to be sure.
Nothing happens to buddy. Whatever danger there may have been in this room, it is long gone.
Since the party already indicated the intent to explore further before trying the secret door near the elemental, I will move us along and assume that Buddy opens Door #4.
Room B10 now revealed on map on Slides.
The ceiling of this natural cavern sparkles with thousands of tiny crystals, while the center of the cave is split by a chasm that wends deeper underground. A stone bridge stretches over the gap.
At the center of the bridge rises a black granite obelisk, covered with gems and hieroglyphics. The obelisk is a masterpiece of sculpture, with flawless lines and beautifully rendered images of the past. Large double doors provide an exit to the north while an open archway to the south is covered with wall carvings and leads to a hallway.
What do you wish to do, Pathfinders?

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Oh wow. That's so pretty
Nightkit wanders up to get a closer look at the obelisk

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Ashtoret also comes over and carefully examines the column, trying to figure out if her knowledge is useful here.
Knowledge (Arcana, Local, Nobility, Planes or Religion): 1d20 + 13 ⇒ (7) + 13 = 20

GM Valen |

Nightkit wanders up to get a closer look at the obelisk
Ashtoret also comes over and carefully examines the column, trying to figure out if her knowledge is useful here.
The two Pathfinders enter the room, crossing the bridge to approach the obelisk. The chasm floor lies 50 feet below the bridge.
Climbing the sides of the cavern requires a successful DC 15 Climb check.PC tokens have been repositioned on map on Slides accordingly.
The obelisk on the bridge contains hieroglyphics that are masterfully rendered, and the gems set in the figures’ eyes gleam in the light.
Perception, Nightkit: 1d20 + 7 ⇒ (6) + 7 = 13
Corey Percept.: 1d20 + 10 ⇒ (17) + 10 = 27
Merida Percept.: 1d20 + 9 ⇒ (2) + 9 = 11
Perception, Ashtoret: 1d20 - 1 ⇒ (18) - 1 = 17
Perception, Seebonickk: 1d20 + 10 ⇒ (6) + 10 = 16
Perception, Theron: 1d20 + 7 ⇒ (8) + 7 = 15
As Nightkit and Ashtoret approach the obelisk, Corey alone notices that the jeweled eyes of the figures on the obelisk are turning to look at the two Pathfinders.
Initiative, Nightkit: 1d20 + 4 ⇒ (8) + 4 = 12
Corey Init: 1d20 + 5 ⇒ (19) + 5 = 24
Merida Init: 1d20 + 8 ⇒ (2) + 8 = 10
Initiative, Ashtoret: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative, Seebonickk: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative, Theron: 1d20 + 8 ⇒ (5) + 8 = 13
VISION OF THE ANCIENTS - Surprise Round Begins!
PC in bold take a standard or move action
Corey
Ashtoret
Seebonickk
Theron
Nightkit
Merida
?

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perception: 1d20 + 10 ⇒ (17) + 10 = 27
I think there's a Wayfinder down there.

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Umm...that will have to wait there, Kit...we have company..
after combat I can lower you down on two lengths of rope...and pull you back up...also..who is using the Con belt..may as well have someone get the bonus..i got my Str belt...

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"What in the Nine Hells?...”
Corey attempts to identify what the heck is going on...
Know (Religion): 1d20 + 7 ⇒ (5) + 7 = 12
"Huh. I dunno. Something strange is going on, though..."
Corey pauses in thought...
Only a free action taken. Corey delays.

GM Valen |

Suddenly, spirits pour out of the obelisk and a wave of desert heat washes over the area.
All of the Pathfinders are deluged with visions of the dead rising up from ancient tombs, armies of divs marching forth from a massive structure of black stone, and a plague of locusts sweeping over the land.
The poured spirits released from the obelisk dive toward Nightkit, attacking as one.
Melee v. Nightkit touch: 1d20 + 6 ⇒ (6) + 6 = 12
VISION OF THE ANCIENTS - First Full Round Begins!
PCs in bold may act
Corey
Ashtoret
Seebonickk
Theron
Nightkit
Merida
Spirits