Hampton Candlewood |
Right, then, Hampton says, scratching something out on the parchment and writing below that. Found: one Yawellis.
Pirate GM |
Yawellis seems anxious but agreeable "Lots of undead around, all sort of flavors. Ghouls, wights, zombies, skeletons, shadows, some sort of horrible boney ribcage spider, even a uhh, bone and guts filled ooze. Not actually sure if that one was undead or not, hard to be sure when you're running for your life, but the ghouls weren't eating it, so probably..."
Yawellis thinks for a moment before following up "We did also find a warded stairway we didn't enter and didn't make any plans to. My friends should still be somewhere on this floor. They're resilient and could still be holed up some where deeper. I can wait here while you delve further. From the hour comment I'm guessing the Po’ogaat gave you a slate, I wonder if it's the same one we sent the rest of the team back with?"
Iniquity Pen |
”Ooze,” Iniquity says with glum distaste. ”None of my acting roles ever prepared me for the vile absurdity that are oozes.” He shivers noisily in his armor. ”Nothing to do about it. Should we check the other side of that door first?”
Domwurd |
"Seems like an idea to me," Domwurd says, easily amenable to Iniquity's suggestion.
Pirate GM |
Heading south to the stone door, you don't find any traps on it, and while it's a bit heavy, nothing seems to be holding it closed.
Pushing it open reveals a chamber where clean water spills out of three long tubs in the center, covering the floor. The walls are covered with engraved images showing ancient Osirians cleaning themselves, some in deep tubs, others by pouring water from vessels over their head, before meeting a woman wearing a pharaoh’s crown.
The mildly overflowing tubs do not seem dangerous.
The images show a cleaning rite to be performed before meeting a pharaoh: such a chamber would only be included in a tomb intended to house a pharaoh, but the pyramid wasn’t merely a tomb because living people used it too.
This is the sort of info that Toruk Melgron is likely interested in.
There is another stone door to the east, a small amount of water seems to be leaking through it from this room.
Salka Silver-Fist |
Society: 1d20 + 15 ⇒ (16) + 15 = 31
Salka points to the image. "It's a cleaning right, something that would only be included in a tomb to house a pharaoh. But apparently the pyramid was used by living people too. Curious. I'll sketch a diagram of these to bring back to Toruk later, he'd probably like them."
She pulls out her own notebook and flips through several pages of complex diagrams, geometry and mathematic calculations to a blank page and then with a surprisingly steady hand starts copying down the images on the wall to her paper.
Hampton Candlewood |
Hampton can't help but watch Salka's work over her shoulder. Excellent replication, he remarks, taking some notes of his own on the pharaoh. Neither art nor history were my best subjects, but someone can surely make out who this was meant to depict.
Hampton will look over the leaking door for traps or hazards before anyone opens it.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Iniquity Pen |
"Do you think we should partake in such ceremonial ritual before moving onward within the pyramid?" Iniquity asks seriously. "And if my sense of direction is at least marginal--I did play a legendary huntsman in a play once--that door should lead to a similar place as the hall from the room where we found Yawellis."
Pirate GM |
Not so much the door itself, but Hampton feels the water pressure increase ever so slightly as he examines the exit door.
It seems as though the tubs may attempt to purify anybody who leaves without being properly cleaned first.
An expert in religion could ceremonially purify everyone, although it would require a check to get the ritual correct. Also the hazard is magic based and could be potentially dispelled.
Domwurd |
"It just so happens that I know that rites in question. I have read through several tomes at the Grand Lodge that discuss some of the more common practices of ancient Osirion. It's not a bad idea to observe the practices of other cultures, particularly in places that they deem important. Here, let me show you."
He'll proceed to perform the cleansing ritual on himself and, if others allow it, on the others.
Domwurd is indeed an Expert in Religion
Religion: 1d20 + 14 ⇒ (20) + 14 = 34
Pirate GM |
Pressing forward, you find a passage that heads north and meets up with the other passage from the pillar room and heads east to a circular room where hallways from the four cardinal directions meet.
A strange box sits on the floor in the center of the chamber. Dark purplish-red electricity flickers along a wire coiled around the handles of two paddles that emerge from this box which is etched with writing in a strangely angular script. A roiling ball of shadow is caught between the paddles.
To the south, silver dust forms a circle of arcane runes and block the stairway up. The paths to north and east both turn to the right after about ten to fifteen feet.
Nothing immediately hazardous. The strange device will take at least a minute to examine in any meaningful manner.
Recall Knowledge with Crafting/Society DC 15 or Engineering Lore/Shadow Plane Lore DC 13
(Reduce DCs by 3 if you are from Irrisen or Ustalav or are an Inventor (or have the inventor dedication)
On Success+:
Salka Silver-Fist |
Salka's eyes glint with intensity as she immediately rushes up to the device and takes a look at it.
Crafting: 1d20 + 15 ⇒ (10) + 15 = 25
The young inventor starts thinking with an intense level of focus.
Pirate GM |
The devices are powered by Stasian coils, a new technology discovered in Irrisen and smuggled in to Ustalav. Stasian coils nonmagically generate electricity and power devices with unusual and sometimes unpredictable effects. Ustalavic researchers have been experimenting with using the devices as a sole power source as well as combining them with magic for greater effects.
Further Investigation:
Each check takes 1 minute, will be secret so let me know bonuses)
Decipher the Writing on the devices.
(Must read Infernal or Azlanti) Occultism, Religion, Society. (Also let me know if you can read shadowtongue)
Recall knowledge to learn more about the strange device.
Medicine, Religion, or Occultism
Identify the magical properties
Crafting, Arcana or Occultism
Iniquity Pen |
"I was an understudy for a performer portraying the role of a Ustalavic mad scientist," Iniquity says as Salka explains the strange contraptions. "I can confidently say that did nothing to prepare me for such things."
He considers what he does know and how it might apply to what lies before them.
Religion +10
Pirate GM |
Added art for device to slide #5
Pen: I presume that's for Recall Knowledge to learn more...
The device is generating some sort of planar warping that may be harmful. You think its energy is messing with nearby things, like making the bath room potentially dangerous and also, that uncomfortable almost harm like feeling you all have is a weakness to negative energy.
Domwurd |
Domwurd will cast a spell, allowing him to translate the words written on the devices. Cast Translate, then use Society +13 to Decipher the Writng
And if no one else seems able to do so, he will then try to identify the magical properties, such as they are.
Arcana +16 to Identify the Magical Properties
Salka Silver-Fist |
I have Society +15 but do not have either of the languages listed, And my Crafting to ID magical is +15, also can do RK to learn more with Occultism +12
"I can't say I'm personally familiar with stasian tech but it's not too dissimilar from some of the static lighting generators on my armor. But to combine a form of strange electrical coil power and combine it with magic is... fascinating. This requires further study!"
Pirate GM |
Need to reader Infernal, Azlanti or have a home region of Nidal to attempt the Decipher Writing.
Domwurd's spell comes in quite handy as he's able to mostly translate the writings, although there is additionally a cipher in another unknown language that may hold additional meaning.
The device is intended to stabilize areas of turbulence between the Material and Shadow Planes and is called an Umbral Vice.
One could use the device to travel between the Material and Shadow Plane (Single action Interact/Concentrate), it's also extremely fragile and you don't think you could move or disable it without destroying it.
Salka agrees on the device's magical power to transport you between planes but isn't sure about the planar warping etc.
Hampton Candlewood |
Hampton realizes the rest of the room paid more attention in class than he did, and he looks for some feat of athleticism to perform. Maybe climbing a rope.
No help with those skills or languages here, I'm afraid.
Salka Silver-Fist |
I say let's go North and make our way down clockwise from there.
Salka makes a note of the device's location and then nods and puts her shield back into position falling in line back behind Iniquity Pen and nudging him up to the northern path.
Iniquity Pen |
"You certain? If the undead are coming from the Shadow Plane through this device, maybe we should deal with it first?" Iniquity says and then recalls what Yawellis said. "Oh! One or both of our other Pathfinders might be on the other side. This is quite the conundrum."
He'll go with the consensus.
Hampton Candlewood |
You'll find, my friend, Hampton says, addressing Iniquity's consternation, that in Osiriani construction, all roads eventually lead to the same location. And that location is rarely "out".
I'm good with north.
Pirate GM |
To the north the passge quickly turns to the east, going about 15 feet before opening into a shrine, where an altar holding a shield and two crossed arrows draws the eye to the eastern wall, where hieroglyphics remain etched into the stone blocks. To the north, a stone table holds a ram’s skull with a crook and flail.
A similar table against the south wall holds a ceramic sculpture of an ugly dwarf’s head with big eyes, a full beard, and an open mouth with a comically protruding tongue. Several stone tablets are scattered around each of the altars, and a single piece of paper is tucked under a much newer silver amulet.
The deities that the symbols represent are all from the Ancient Osirian pantheon; the main altar to Neith, the goddess of hunting, with lesser monuments to Osiris, the resurrected god of life after death, and to Bes, the guardian of marriage and protector of households. Meaning the pyramid dates to before the Keleshite Interregnum, which began about 3,000 years ago in 1532 ar.
Salka Silver-Fist |
Society: 1d20 + 15 ⇒ (17) + 15 = 32
"Ah relics of the ancient Osirion pantheon. 3000 year old pyramid. That's pretty impressive... for this far out anyway. Would we had more time to study this place it would be a marvel."
Iniquity Pen |
"Make a note of your findings to be sure," Iniquity says.
Domwurd |
Domwurd curbs his curiosity about the stone tablets to instead take a look at the amulet and piece of paper. He casts a spell to detect magic as he approaches, in the off chance that there are exploding runes on the paper.
Pirate GM |
No exploding runes on the paper. The silver amulet it's tucked under is clearly modern, with the words “Ardis Scholars” on one side and “To Learn, To Understand, To Embrace,” on the other.
The note itself reads:
Dear Revecka,
Most likely you will never see this note, but I left it with an offering in hopes that the Osirians’ ancient deities might
still have some power to get it to you. We seem destined to die here. Our “benefactor” has abandoned us! Perhaps
she has just not received our sendings, but considering her enthusiasm for the umbral vises, I suspect worse. Did the
umbral vises have some other purpose beyond stabilizing the tomb? Have we unleashed some horror through the
paths and portals we created? Was this some kind of test of the vises’ capabilities? Betrayal upon betrayal! You were
right about the cu sith. It helped us find our way here—its allegiance to Count Ranalc made it more than happy to
find a portal to the Shadow Plane instead of the First World. But of course, a creature devoted to that Eldest would
turn on us. It even stole the equipment we brought to battle undead and now hoards it on the pyramid’s Shadow
Plane. I suspect our benefactor may have encouraged it to turn against us. Our choices seem sadly simple—die by
fey dog or die by undead. Viorel is already dead, and I think we will soon join him if we can’t find some way out.
Know that I love you and wish I had listened better.
—Rozla
Added note to slides
Iniquity Pen |
Religion (T): 1d20 + 10 ⇒ (10) + 10 = 20
"All fey are mercurial. Fey lords especially,," Iniquity notes as Domwurd reads the letter. "Ranalac is the fey lord of betrayal. Deals with his agents seem doomed to fail."
Nature +8, immunities>resistances>weaknesses
Domwurd |
Domwurd considers what he knows...
Nature +12 here please
Salka Silver-Fist |
"Alas, my knowledge of fey is supremely limited, so I'll take your word for it.."
I don't feel like rolling for wrong information so no Nature roll from me, I have no training of the sort.
Pirate GM |
Domwurd knows that Cu Siths are hound-like doorkeepers of remote portals to other planes, particularly portals to the untamed realm of the fey, the First World. They are highly territorial and roam the highland moors they call home, constantly on the hunt for any creatures that might intrude on their territory. Those that bargain for safe passage to or from a portal find cu siths to be vigilant escorts that keep travelers safe from extraplanar threats but also ensure their charges don’t veer from the most direct path to their destination. Cu siths are highly proficient hunters.
What next?
Hampton Candlewood |
Hampton shakes his head. A sad tale on that note, with new mysteries to add. Who is this "benefactor", I wonder? He scratches his bald pate and continues. But no answers to these questions reside here. I suppose it's back the way we came and to the east, then, no?
Pirate GM |
Heading back to the crossway and then east the party finds their way to a larger chamber...
Faded paintings cover the walls of this room, showing a giant man with a dog-like head holding a regal-looking falcon. He commands an army against a force of human warriors, winged cat-like creatures with human heads and torsos, and flying figures with leonine lower bodies. In the background, a pyramid seems to fade at its apex. Several tall, wooden, shrine-like chests fill much of the room. A few chests hold alabaster jars, with lids carved to resemble human or animal heads. Many more open jars are scattered over the floor, lids lying discarded nearby.
Before you have a chance to investigate further you hear the wet slapping of a trio of fleshy slimes, filled with shattered bone and indiscernible ichor who are headed your direction!
The tall wooden shelves don't quite completely block vision but do provide greater cover. (Say 20hp, hardness 5 if you wanted to destroy a square
Blake Defend: 1d20 + 10 ⇒ (11) + 10 = 21
Hampton Avoid Notice: 1d20 + 13 ⇒ (5) + 13 = 18
Domwurd Search: 1d20 + 12 ⇒ (3) + 12 = 15
Salka Defend: 1d20 + 8 ⇒ (12) + 8 = 20
R: 1d20 + 9 ⇒ (8) + 9 = 17
O: 1d20 + 9 ⇒ (2) + 9 = 11
U: 1d20 + 9 ⇒ (1) + 9 = 10
Initiative:
Blake Shield Raised
Salka Shield Raised
Hampton Notice Avoided
Solid Red Ooze
Domwurd
Orange Dash Ooze
Blue Dot Ooze
Blake, Salka and Hampton are up!
Reactions are available, and I really hope you're exploring the dangerous undead filled shadowplane accessible only pyramid with weapons drawn.
Iniquity Pen |
"Salka, let's make short work of these slimes!" Iniquity says as a faint halo of rainbow light briefly glows around him. He turns back to the approaching slimes and drives his pike over the chest next to him at the (red/solid) ooze. He shifts to a defensive stance.
◆ Cast (C): guidance @ Salka
Grants Salka a +1 status bonus to one attack roll, Perception check, saving throw, or skill check before the start of Iniquity's next turn.
◆ Strike @ Solid Red: +1 striking ghost touch silver breaching pike (E): 1d20 + 16 ⇒ (10) + 16 = 26 vs. Greater Cover
Holy, Silver, Magic, Ghost Touch, Piercing, Weapon Specialization: 2d6 + 4 + 2 ⇒ (6, 3) + 4 + 2 = 15
(Additional effect may apply:) Vitalizing Rune: persistent 1d6 ⇒ 2 holy vitality damage
◆ Raise a Shield
↺ If Red strikes me: Shield Block 10
↺ If Red damages someone else with 15 ft: Glimpse of Redemption: Target enemy chooses: do no damage OR ally gains Resist All 9 and enemy gains Enfeebled 2 until the end of its next turn.
Salka Silver-Fist |
Salka smirks. "Way ahead of you my good thespian friend!"
Salka immediately makes use of the burst of magical help as she pulls the metal cord on the bottom of her breastplate, attempting to start up the combustion power to spin the gears of the armor piece.
Overdrice, Guidance: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26 DC 22
A loud popping sound like a small explosion emits from the breastplate as every moving part starts turning in unison, spinning and whirring, with an occasional hiss of steam.
Then she races around to the other lower path side of the solid red smiley ooze thing and tries to squash it.
Shield Boss: 1d20 + 15 ⇒ (1) + 15 = 16 vs Red Solid
Bludgeoning, OD: 2d6 + 4 + 3 ⇒ (4, 1) + 4 + 3 = 12
Reaction: Reactive Shield for +2 AC if targeted by an attack (AC 26)
Overdrive, Stride, Strike
Pirate GM |
Iniquity gives Salka some guidance and strikes out with their pike.
While the piercing isn't as effective as they might have liked into the gelatinous creature, the lingering effect of their weapon leaves a burning spot.
Salka tries to get their armor going, and is quite surprised to find the ooze actually bothering to dodge their blow!
Initiative:
Iniquity Shield Raised
Salka[ Shield Raised
Hampton Notice Avoided
Solid Red Ooze -10 <1d6 holy/vitality persistent>
Domwurd
Orange Dash Ooze
Blue Dot Ooze
Hampton is up!
Hampton Candlewood |
Hampton hurries behind Salka and gets a look. Oh, that's gross.
He evokes a spell and his arrows gain surprising heft as he draws his bow fast as lightning and lets an arrow fly at...at the bloody magic nose goblin, he supposes. Cast gravity weapon.
+1 striking composite shortbow w/gravity weapon: 1d20 + 14 ⇒ (8) + 14 = 22
piercing: 2d6 + 2 + 2 ⇒ (1, 5) + 2 + 2 = 10
plus Deadly, if a crit: 1d10 ⇒ 3
Stride, Cast a Spell ◈, Quick Draw ◈.
Pirate GM |
Hampton follows Salka, empowers their weapon and gets a nice strike in on the red ooze. Piercing once again, is not super effective however.
The red ooze bubbles and reaches out with a flesh slap.
fleshy slap vs Salka: 1d20 + 14 ⇒ (19) + 14 = 33
bludgeoning damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17
grab: 1d20 + 12 ⇒ (14) + 12 = 26
Its sticky fleshy bone filled flesh latches onto to Salka and squeezes.
Sapping Squeeze (bludgeoning damage): 1d6 + 5 ⇒ (6) + 5 = 11
Basic Fort DC 18
It seems to absorb energy through Salka's growing bruises, additionally the bones inside its oozy flesh cut into Salka.
(1d4 persistent bleed, also covered by the basic fort)
persistent: 1d6 ⇒ 4
flat DC 15: 1d20 ⇒ 10
The persistent damage burns especially brightly though.
Initiative:
Iniquity Shield Raised
Salka 57/75 <Grabbed, Bleeding> <Fort DC 17 vs 11 damage>
Hampton
Solid Red Ooze -25 <1d6 holy/vitality persistent>
Domwurd
Orange Dash Ooze
Blue Dot Ooze
Domwurd is up!
Domwurd |
Domwurd moves to be behind Salka. "These things are most unpleasant to behold."
He follows these words up with a sudden bolt of electricity, aimed at the nearest mass of oozing flesh.
Sudden Bolt (4th) vs Solid Red, DC 25 Reflex: 6d12 ⇒ (1, 12, 10, 9, 10, 8) = 50