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Gurgle gazes about the massive cavern in awe.
"Wow. This place is huuuge." he remarks.
"Why is the ground shaking? I hope the ceiling doesn't collapse on us. We should probably hurry."
Gurgle enters the rest area and takes a look around.
"Hey, look. A jacuzzi." he says enthusiastically before searching the room.
Perception (+2 vs Traps): 1d20 + 15 ⇒ (18) + 15 = 33

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There are no traps in here but that rumbling seems to be getting worse.

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Guy casts a DC 18 sanctuary spell on himself, because it seems prudent and he has an extra.

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Looks like the baths had nothing of importance right now. Before the entire place falls on us, Taresh moves right to explore. "Why is the place shaking so much? It's been here presumably for thousands of years, and just when we enter it has a fit! Do we smell bad to this library or what?"

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"Maybe it was shaking before but we could not feel it. Seems like this pace is on another plan or something. Maybe something is coming. I have a feeling we will find out. You guys done with that disgusting room?"

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You emerge from the room to see that the Sky Vault of Ra the artificial sun that is 30ft in diameter and near the cavern's ceiling, 300ft above, is trembling in place. Below it, at C4, is the large crystal known as the Crystal Beacon which is used to manipulate the Sky Vault and it's contents.
As you watch, the Sky Vault begins to fall. You estimate it will hit the Beacon in 150 seconds (25 rounds).
We now go into turn base mode, acting round by round. What do you want to do. You all go first before the environment in init point zero.
You also see inevitables in area C3
Init(Katswiri): 1d20 + 3 ⇒ (6) + 3 = 9
Init(Taresh): 1d20 + 2 ⇒ (9) + 2 = 11
Init(Gurgle): 1d20 + 8 ⇒ (16) + 8 = 24
Init(Guy): 1d20 + 1 ⇒ (13) + 1 = 14
Init(Nikita Volkov): 1d20 + 4 ⇒ (1) + 4 = 5
red: 1d20 + 9 ⇒ (13) + 9 = 22
green: 1d20 + 9 ⇒ (9) + 9 = 18
Looks like Gurgle gets to go before the inevitables, then everyone else, then the environment.

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Gurgle steps out of the room with the fountain and notices the strange creatures moving towards the group. The ceiling begins to crumble overhead.
"Yep, we better hurry!"
Gurgle attempts to identify the creatures moving towards him...
Know: Planes: 1d20 + 7 ⇒ (15) + 7 = 22
He then casts divine favor on himself.

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These creatures are zelehuts and that's all you know. They are not immediately hostile but are unfriendly, demanding to know who you are and what are you doing here.
They also move closer awaiting your responses. Everyone is up.

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Big. Taresh cranes his neck back and decides to try the diplomatic route rather than taste the chain or hooves.
"We have been tasked by the Scarab Sages to investigate the situation in a library, and Saruna, one of the caretakers of the library, gave us instructions on how to reach this place. The library is under some sort of incursion, and now we find out that this place is deteriorating. Will you allow us to try to stop the deterioration?"
Knowledge (planes): 1d20 + 12 ⇒ (14) + 12 = 26 to identify the big fellow
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21 if that is the proper skill for talking

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Zat's right. Vye are ze legitimate representatives of ze heirs of zose Sages vho ovned zis place een zeye past. Vye try to act here according to ze rules of zees place and veeth all respect for ze historical heritage. Let's rezolve zees peacefully.
Diplomacy: 1d20 + 16 ⇒ (19) + 16 = 35

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Guy shows off the sage gem (provided it survived the ritual) reiterating what the others have said. He will expend a use of touch of glory to boost Nikita's roll by 10.

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"We will need to act quickly to stop this. Can you help us stop the sun from falling?"
Katswiri moves up to the group, but refrains from spellcasting in case it would be interpreted as a hostile action.

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When you mention that you are working for the Sages, they immediately become hostile. Seeing the Sage Jewel makes it even worse.
This land’s lawful authority has marked the criminals self-designated as the ‘Jeweled Sages’ for execution
It looks like combat with these inevitables is inevitable unless you can come up with some really good arguments to get them to stand down.

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"You think they are still thinking that the old regime is in power? The one that tried to eliminate all the sages?"

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"This land’s lawful authority has marked the criminals self-designated as the ‘Jeweled Sages’ for execution."
Gurgle steps forward shaking his head and waving his arms, gesturing to say "no" to the inevitable.
"No, no, no...There are no such laws anymore. That was very long ago. We are only here seeking knowledge. There is no need to be hostile."
Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28

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Knowledge, History, Osirion: 1d20 + 23 + 3 ⇒ (16) + 23 + 3 = 42
"The lawful rulership of this land changed from the Keleshite empire to the dynasty of Khemet in 4609 AR, over 100 years ago. Khemet III rules these lands by right of his descent from the Pharoahs of ancient days, and has granted our organization, the Pathfinder Society, dig permits to explore ancient sites within Osirion. The execution sentence for the original Jeweled Sages is no longer in force, and the current day members of the organization post-date the execution sentence as they were not members of the order until after the execution law was nullified by the change in government."
"Further, while we are working for the organization of the Jeweled Sages as contractors, we ourselves are not members of the organization and thus would not be subject to the same order of execution even if it was still in legal force."
"Please see Venture Captain Norden Balentiir at the Sandswept Hall in Sothis, Osirion for appropriate permits on file."
Diplomacy, Natural Divination: 1d20 + 17 + 7 ⇒ (14) + 17 + 7 = 38

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Gurgle glances at Katswiri in awe.
"Yeah. What she said." he says to the inevitables.

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Katswiri is able to get them to hesitate before striking. Do you have any evidence to support this? one of them asks.

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"We have a letter of introduction to the Jeweled Sage Tahonikepsu and to a caravan master indicating we are the members of the Pathfinder Society traveling to provide requested assistance in exploring this portion of the Sanctum of the Sages. It is signed by Venture Captain Norden Balentiir."
Katswiri will hand over the letters or prompt whoever has them to hand them over, then point at the sun descending. "I would be more than happy to help work with you to prove the truth of our words, but I request that you allow us to try to stop that from descending first. I do not know what, exactly, it does but I feel it should not be coming down like that."
Diplomacy: 1d20 + 17 ⇒ (16) + 17 = 33
Katswiri has a Pathfinder Chronicle, Knowledge: History which is basically a history textbook to use as reference material for Knowledge:History checks. Would that have anything regarding Osiron's shift from Keleshite to independent rule in it?

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Guy does not make a move, not wanting to draw any more attention to himself, and puts the gem away. But then decides to pitch in.
"Well, I could cast a zone of truth which folks folks to tell the truth. It would take 10 minutes to prepare but if you let us deal with the calamity upon us, I would b happy to do so."
diplomacy: 1d20 + 20 ⇒ (13) + 20 = 33

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"Yeah. What they said." Gurgle says after glancing at Katswiri and Guy.

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I'll take that as evidence
The zelehuts stand down, satisfied. They're not friendly but they're not hostile either.
The area indicated as C3 is where the Sages stored frequently requested tomes and relics here. The shelves are 20 feet tall with ladders on each side and are interspersed with benches, tables, and chairs. A roof covers the central shelves. The shelves are almost bare, as most of the contents have been stolen. A casual inspection reveals that someone carefully emptied the shelves, rather than hastily ransacking them.
Four tall statues stand at each of the lbrary's four corners.
Anyone within 30ft of a statue can can activate it with the proper command as a standard action, activating one of the library’s defenses which you learnt about in area A8. Each effect is cast at caster level 12th, has a save DC of 22, and can be invoked once per day. The Ptah statue can create a wall of force at a range of 60 feet. The Thoth statue allows the character to cast dismissal at a range of 60 feet. The Ra statue allows a character to cast flame strike at a range of 60 feet. Finally, the Isis statue allows a character to cast breath of life on a creature anywhere in the library.
So what now Pathfinders? The clock is ticking.

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Knowledge, Religion: 1d20 + 12 ⇒ (8) + 12 = 20
"Ptah, Thoth, Ra and Isis." Katswiri points at the statues as she casts a spell. "Remember what we found about their use. Nothing to help with the Sky though."
Katswiri casts Blessing of Fervor and starts moving towards the Crystal Beacon to see if she can figure out how to stop the sun from falling.

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religion: 1d20 + 14 ⇒ (3) + 14 = 17
"Ah, thought they looked familiar"
Guy's thoughts matches Katswiri's. He also rushes towards the Crystal Beacon.

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Knowledge (Religion): 1d20 + 10 ⇒ (10) + 10 = 20
Yep. Expected those four. But let's try to keep the sun up first. Investigating the theft will be easier when everything is not blasted to dust.
Taresh bows to the zelekhut and runs toward the beacon.

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You spent a minute negotiating followed by a further two rounds getting to the Beacon. There are only thirteen rounds left.
You discover there is a 15-foot-diameter, semi-transparent sphere of force similar to a resilient sphere surrounds the beacon which needs to be brought down. Sufficient damage will bring it down, or disabling it as if it was a magic trap or using a Dispel Magic on it.
To make matters worse, two Hounds of Tindalos have appeared and are closing in on you. They will act at the bottom of the round.

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Guy casts a dispel magic to bring down the sphere.
caster level check: 1d20 + 10 ⇒ (1) + 10 = 11
Me thinks it did not work :(
Remember the sanctuary spell if they go after Guy.
knowledge (planes) to identify the hounds: 1d20 + 6 ⇒ (19) + 6 = 25
want resistances and then immunities.

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Hounds of Tindalos
Medium outsider (evil, extraplaner)
Immune: mind-effecting, poison
Resistances DR 10/magic

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Katswiri takes the +2 AC/Reflex Saves from Blessing of Fervor.
Katswiri casts Dispel Magic as well, trying to bring down the sphere.
Dispel Magic: 1d20 + 8 ⇒ (15) + 8 = 23

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Divine Favor goes away after 1 minute.
Gurgle follows suit and runs with his companions to the crystal beacon.
"Did it work? Is it dispelled?" he asks with a look of worry across his face.
"Those damned hounds are closing in, too!"

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Katswiri dissipates the barrier.
Three statues with outstretched arms surround a giant crystal shard, seeming to hold it aloft without actually touching it. Below the softly glowing crystal swirls a pool of sand, whose particles coalesce to form tiny, short-lived images of people and cities. A set of wide, tinted lenses are mounted on adjustable arms around the luminous gem, reminiscent of an armillary, each lens focusing the crystal’s light in a faint beam toward one of the eleven columns arrayed to the north. Each column contains niches sized for scrolls, though most are empty. Until just now, a shimmering sphere of dark purple energy surrounds the statues, sand, and floating gem.
Nikita, and Taresh, still to act this round.
Presumably Guy still has the rudimentary Sage Jewel.

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Guy does have the jewel.
Any rolls to figure out the puzzle or should we just try random things?

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Nikita will probably blast those critters apart.
"I'll try to figure out something about the lenses and their adjustments, and if those empty niches somehow should contain items that are needed to power the thing."
Taresh moves closer and attempts to understand how the apparatus works.
I don't know if it takes an action to figure out which skills are necessary (if any), or if we need to fill the empty slots with something.
Move action to get closer, standard action to ponder things and attempt checks, if necessary.

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Guy: I'll tell you when you get adjacent to the Beacon
Reading glasses on the altar function as goggles of minute seeing. Beads of force set in powered the barrier and one remains intact.
Also (I should have mentioned this earlier) several magical books are still present on the shelves near the statue of Isis.

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"Theoe are hounds of Hounds of Tindalos, evil outsiders that are immune to mind altering spells, poisons, and are resistant to weapons that are not magical."
kn (history): 1d20 + 6 ⇒ (12) + 6 = 18
For what it matters, two of the statues are the first two pharaohs, Axghaad," he says, pointing at one of the status, "and the Naga Pharoah." Again he points at a statue. "Obviously that last status is a statue of Nethys as I'm sure you know. But did you know that Nethys was a guiding force for the first two pharaohs?"

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Nikita raises his revolver and, after uttering a few words in an incomprehensible language with the mention of Ragathiel, begins shooting at Tinadlos' hound.
VS RED (extra attack from Katswiri's Blessing of Fervor)
Revolver + Deadly Aim + Smite + Flaming: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 1d6 + 17 ⇒ (3) + (3) + 17 = 23 - vs touch AC
Revolver + Deadly Aim + Smite + Flaming: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 1d6 + 17 ⇒ (1) + (5) + 17 = 23 - vs touch AC
Revolver + Deadly Aim + Smite + Flaming: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 1d6 + 17 ⇒ (2) + (2) + 17 = 21 - vs touch AC
Ignores all DRs, as always. +9 to dmg to the first hit shot.

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The first two hit. (Red: -55)
Red goes straight for Nikita, maybe getting an AOO from Katswiri while Green is a bit more wary circling around to get at Gurgle.
bite(green) v Gurgle: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15
bite(red) v Nikita: 1d20 + 17 ⇒ (6) + 17 = 23 damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11
Everyone is up.

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Guy approaches the crystal and examines the statues, looking for a use for the crystal he is using.

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Katswiri steps back and heals Gurgle, closing the bite wound.
Cure Moderate Wounds: 2d8 + 8 ⇒ (4, 5) + 8 = 17

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23 is a miss due Smite Evil (24 vs RED now). 5ft step and another full attack
Nikita takes a step back and shoots from the hip.
Revolver + Deadly Aim + Smite + Flaming: 1d20 + 16 ⇒ (15) + 16 = 311d8 + 1d6 + 19 ⇒ (3) + (6) + 19 = 28 - vs touch AC
Revolver + Deadly Aim + Smite + Flaming: 1d20 + 16 ⇒ (8) + 16 = 241d8 + 1d6 + 19 ⇒ (5) + (2) + 19 = 26 - vs touch AC
Revolver + Deadly Aim + Smite + Flaming: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 1d6 + 19 ⇒ (7) + (3) + 19 = 29 - vs touch AC

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And Nikita annihilates the red furred one.
Meanwhile Guy steps towards the Beacon - and it seems to whisper to him via the Sage Jewel.
words, and mental signals.
1) By adjusting the lenses around the crystal and focusing their light on different columns, one can access the Sky Vault, either storing an object in the immediate area within the vault or withdrawing a known, stored object. The scrolls stored within the columns cataloged the Sky Vault’s contents as well as the precise lens configurations needed to withdraw each relic.
2) It can sense the general location and condition of other sage jewels. The beacon illustrates their geographic location by dimming the Sky Vault’s light slightly, causing stars and constellations to begin glowing across the cavern’s ceiling, and sweeping the sand below into a coarse image of the gem’s immediate surroundings.
3) You can command the Sky Vault to cease moving as a full-round action while within 5 feet of the beacon. The falling solar disk takes 5 rounds to come to a halt when commanded in this way.

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This round Guy holds out the gem and activates the power to locate sage jewels.

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Gurgle chooses a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from blessing of fervor.
"Ouch!!!" gurgle shounts in pain after being bitten... hard.
"You mangey mutt! Thank you, Kats, fer the healin'!"
Gurgle draws his flashy blade from his scabbard of vigor, granting the weapon a sharper blade (+3 atk & dmg, 3 rounds).
He jabs the blade at the fiendish hound,
+1 Agile Rapier: 1d20 + 15 ⇒ (6) + 15 = 21
Stabby: 1d6 + 8 ⇒ (6) + 8 = 14
then hops forward five feet.

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I forgot to add in the +2 to attack from Fervor in my post directly above.

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Taresh still to go. Will bot in 24 hours.

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Back from Christmas.
Since there is apparently nothing Taresh can do about the falling sky, he might as well return to the combat.
One move closer while drawing the rapier. The second move is spent circling around the critter to avoid AoO and set up flank for Gurgle. Done.