GM Baerlie |
Haemish suddenly feels bad. He begins to hear voices and see images of Ancient Osirion constantly.
Haemish is cursed: –5 penalty on Perception checks and –2 penalty on initiative checks In addition, the cursed creature treats all creatures more than 10 feet away as having concealment. This curse only lasts as long as the target is in Osirion.
Kiyomi Foxsoul |
Kiyomi runs over to Haemish and yips at him. She then grabs the leg of his pants and pulls to try to get him back away from the monolith.
Herman Halfshanks |
'Spectacular!" cries Herman as Haemish sets off the fireworks from the obelisk. "Nice job, Haemish. This reminds me of an old camping song..."
He will detect magic and try to ID the items brought up from the crevasse floor by Cressyk.
Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10
Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
Herman Halfshanks |
"Perhaps we should all take a blast off that wand, Cressyk? Can you cast with it appropriately?"
Herman keeps the Gem of Brightness, stowing it his belt pouch for future use.
"Continue forward or try these doors behind us?" asks Herman to the group at large. "I hate to leave unopened doors behind me, but I've also been called 'too curious for my own good.'"
Cressyk Shadowscar |
Cressyk shrugs, "It will only last a minute or so; we should probably save it for when we know we're about to be in danger. As for the other, let's clear this place out - we go through the doors." He readies himself and looks to the others to confirm they're ready, then proceeds to open it.
GM Baerlie |
Cressyk opens the doors to the east. Behind it is a small room. This storage space housed food and supplies for the fortress. The walls, floor, and ceiling 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.
Kiyomi Foxsoul |
Kiyomi doesn't recognize what might've caused the damage, but she will go over and inspect the corpses, then the rest of the room for anything that might be useful to the party.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20 plus scent
Herman Halfshanks |
Know Arcana: 1d20 + 6 ⇒ (1) + 6 = 7
Herman gives the room only a cursory glance. While the fire is interesting, he doesn't particularly look long or hard at it.
"These ruins are surprisingly not very interesting," says the bored halfling investigator. "I expected undead at every turn and a treasure trove of knowledge about old Osirion. Guess we may have to go home empty handed."
GM Baerlie |
There are no magical or evil auras in this room.
Cressyk moves to the room to the north and looks inside no door here
The relaxing splash of water echoes throughout this tiled room. A large, pristine pool occupies much of the chamber, and a statue of a warrior-maiden serves as the centerpiece, endlessly pouring water from an ornate jar. A large carving on the east wall depicts a frightening man who stares at the viewer, with half his body burnt and ruined and the other half young and healthy. A withered corpse lies in the northwest corner. An open doorway to the south leads to the fortress’ entry hall.
Cressyk Shadowscar |
I'm a little confused; should we uncover the room next to Cressyk?
Knowledge (Religion): 1d20 + 4 ⇒ (8) + 4 = 12
Cressyk grunts as he continues to explore the ruins, "That's Nethys, god of magic."
Cressyk Shadowscar |
Cressyk once again detects magical and evil auras, then moves to the eastern door and attempts to detect through it, as well. Once the others signal their readiness to continue, he will open it.
Haemish the Unlucky |
Herman shakes his head. "Only I would finally come back home to Osirion and get cursed here. Serves me right for sticking my nose into ancient things."
He then goes right up to the carving, given his now terrible eyesight, and looks up at the carving of Nethys. "Rather fierce, isn't he? Wonder if he is compensating for something?"
The halfling then presses Lady forward to examine the corpse. "What do you think Lady Wolf? Anything strange about this?"
Lady Perception check w/scent: 1d20 + 5 ⇒ (9) + 5 = 14
Herman Halfshanks |
Herman looks at the statue fascinated by the dichotomy of the mad god. Once it appears there is little else to see, he motions for Cressyk to open the next door.
GM Baerlie |
the door is a secret door ;)
• The staff paired with the sun represents the release of power and the ability to destroy enemies. Literally, “Destruction.”
• The ankh over rising bread represents prosperity and abundance.
• The ankh before the arch represents protection of the land or home from enemies. It can be translated as “Rune.”
• The scepter paired with the Ssun represents the control of power and its use in preserving the land. Literally, “Preservation.”
• The Man before the scarabs and cobra represents the knowledge of death and its many forms.
• The eye over water represents the knowledge of the world.
Cressyk Shadowscar |
Oh, whoops; didn't see that, sorry.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"The pool's magical." Cressyk says plainly. He walks over to the eastern wall and spies a seam. "Seems there's a door here. Maybe we need to rearrange these tiles to form some pattern? Of course, looking at that fellow over there," he jerks his thumb to the corpse lying in the corner, "we're probably best off not drinking the water, and getting this pattern right the first time. Dunno if he died 'cause of poison or something having to do with this."
Haemish the Unlucky |
Heal: 1d20 - 1 ⇒ (20) - 1 = 19
"The creature seems to have died of starvation. I guess it got trapped down here. Sad." Haemish tries for the hundredth time to wipe his eyes and clear his vision, but since it's a curse, has as much success as the last ninety-nine times.
He then clicks his heels, nudging Lady toward the pool. "What do you think, girl, is it safe to drink?"
Haemish the Unlucky |
Haemish backs Lady away from the pool as he hears of the creature. He then whispers the following to the half-orc: "Thanks for that pertinent info, Cressyk. Since I got whammied, I can barely see the hands in front of my face."
Haemish the Unlucky |
Haemish squints at the creature in front of him, unable to make out what it is with his current cursed eyesight. "What is that? Some kind of crocodile or bear?"
Lady's ears lie back flat against her head and lets out a low growl, but is unsure how to act without a direct command from the halfling.
Cressyk Shadowscar |
Oh, whoops...
Seeing that the creature can understand him, he clears his throat. Well, that makes things easier. "Greetings. We are Pathfinders, here on a mission to recover several jewels lost to the ages. Our interest is to preserve and protect them, not to use them for any foul purpose. Do you know where we might find these jewels? Barring that, do you know how to open that door over there?" he asks, jerking his thumb to the eastern wall.
Diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19
Kiyomi Foxsoul |
Kiyomi barks once more, but no longer threateningly, seeing that Cressyk is trying to parley with the elemental.
Haemish the Unlucky |
Haemish's cloudy eyes go wide with wonder. "An elemental, eh? I've heard the great pharaohs of ancient Osirion made pacts with these creatures. Of course my liege, the Ruby Prince does as well.[b]"
The halfling thinks for a moment. "[b]Pardon me, Cressyk, can you ask it if it knows how to lift a curse as well? Might as well see how knowledgeable it is."
GM Baerlie |
"Hello, my name is Sellana. I'm here to guard this room and the room behind this secret door. You have to solve the riddle to open it." the water elemental says while pointing at the wall with the hyroglyphes and the cartouches. "You have to remove the cartouches and rearrange them in the correct order."
• The staff paired with the sun represents the release of power and the ability to destroy enemies.
Literally, “Destruction.”
• The ankh over rising bread represents prosperity and abundance.
• The ankh before the arch represents protection of the land or home from enemies. It can be translated
as “Rune.”
• The scepter paired with the Ssun represents the control of power and its use in preserving the land.
Literally, “Preservation.”
• The Man before the scarabs and cobra represents the knowledge of death and its many forms.
• The eye over water represents the knowledge of the world.
Herman Halfshanks |
Herman, loving puzzles, steps forward and examines the cartouches and what order they are currently in.
Is there a description of what the puzzle looks like?
Haemish the Unlucky |
Haemish gets off Lady and walks over to the elemental, getting right up into what passes as its face, as his vision is still quite terrible. "I don't think I've ever seen one of your kind before, and certainly not a talking one. Do you belong to the elemental clans?"
Cressyk Shadowscar |
Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18
Cressyk replies, "Would you be willing to assist us with the riddle? None of us are familiar with those runes."
You didn't give a DC for the Diplomacy roll; should we look?
Herman Halfshanks |
Herman looks over the hieroglyphs but cannot make heads or tails of the symbols. He wracks his brain if he's ever seen these symbols associated with Nethys or arcane writings.
Knowledge Arcana: 1d20 + 6 ⇒ (8) + 6 = 14
Knowledge Religion: 1d20 + 6 ⇒ (4) + 6 = 10
Any speak Ancient Osirion or have Linguistics to make a check.
Haemish the Unlucky |
Haemish shakes his head. "Even though I grew up here, I never learned to speak the ancient tongue. Our halfling community was pretty tight-knit and a bit shy around strangers, so I spoke our language growing up."
Seeing Cressyk try to convince the elemental, Haemish walks over to help. "Yes, indeed, we are not here to rob the ruin, only to study its history. Do you think you might help us?"
Diplomacy assist: 1d20 + 7 ⇒ (12) + 7 = 19
Mental note: learn ancient Osirani.
GM Baerlie |
The water elemental points at the symbols and says "The staff paired with the sun represents the release of power and the ability to destroy enemies. It means “Destruction.”
The ankh over rising bread represents prosperity and abundance.
The ankh before the arch represents protection of the land or home from enemies. It can be translated as “Rune.”
The scepter paired with the Ssun represents the control of power and its use in preserving the land. Literally it means “Preservation.”
The Man before the scarabs and cobra represents the knowledge of death and its many forms.
The eye over water represents the knowledge of the world. she waits a minute before continuing. "That's all I can tell you."
Haemish the Unlucky |
Haemish scratches his head. Knowledge (religion) untrained: 1d20 + 1 ⇒ (10) + 1 = 11 "
When I was a child, the priests of Nethys came to our village from Sothis to spread the gospel of their god. They didn't find too many converts in our largely staid and agricultural community, but I do remember that they presented Nethys as a god of duality: one side of him was burnt, while the other was whole. One side represents all the good things magic can afford, while the other is the opposite. I'm not brainiac, but it seems that this would apply to these cartouches, no?"
Kiyomi Foxsoul |
Kiyomi, seeing that her allies are relatively stumped, changes into Kitsune form and speaks.
"I speak Ancient Osiriani well, and the elemental speaks the truth. I do not know the specifics of the puzzle, however. Haemish's idea that it may have to do with the god of magic is intriguing, though."