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  1. - Top - End - #691
    Ogre in the Playground
     
    Daemon

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    Default Re: Nightmare in Katapesh IC

    Mauricio, Kheti, and Kharesh surround Sadar with their healer’s tool and begin putting unguents and pastes on his wounds, squeezing some and bandaging others. Due in part to their doctoring and largely due to the warrior’s own fortitude, Sadar recovers quickly than one might have expected from his paleness moments before.

    With the clear danger gone, that just leaves the room. This cistern is where Sofh said the entrance to the real tomb was hidden. If you didn’t know to look there, you would have never noticed the faded symbols on the pillar in front of you. If the notes from the designer are to be believed, then the dial can be spun, and each of the six pillars has one. Set correctly, the real tomb of the archvizier will be accessed.

  2. - Top - End - #692
    Troll in the Playground
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    Default Re: Nightmare in Katapesh IC

    Kheti ibn al-jahat, Aluum remnant
    AC: 21 | HP: 38 | Current: 18 | Hero Points: 1
    Fortitude: +9 | Reflex: +6 | Will: +7 | Perception: +5
    Focus Points: 1 | Current: 1 | Spell Slots: 1st: 1/2 | 2nd: 1/1
    Active Effects: Light (Arcane Core)
    Conditions: None.

    As the last of the bandages is secured in place, Kheti steps back, his metallic form radiating a sense of accomplishment tinged with his characteristic pragmatism. "Your recovery is swift, Sadar," he remarks, his tone matter-of-fact yet with a hint of approval. "Your resilience serves you well."

    With Sadar's condition stabilized, the group's attention turns to the task at hand—the exploration of the cistern and the search for the hidden entrance to the archvizier's tomb. Kheti's arcane senses remain attuned to their surroundings as he observes the faded symbols on the pillar before them, his logical mind already analyzing the potential significance of these markings.

    "If the notes are accurate, then these symbols hold the key to unlocking the tomb," Kheti remarks, his gaze sweeping over the pillar with a keen focus. "We must decipher their meaning and set the dials accordingly."

    Kheti approaches the first pillar with a methodical stride, his metallic form reflecting the dim light of the chamber. As he draws closer, his innate arcane senses come alive, a subtle hum of magical energy resonating within him. With a focused gaze, he extends his senses outward, tapping into the latent magic imbued within the pillar. Faint tendrils of arcane energy emanate from the pillar, invisible to the naked eye but tangible to Kheti's heightened senses. Patiently, he discerns the subtle fluctuations in magical aura, detecting any latent enchantments or hidden runes inscribed upon the surface of the pillar.

    Simultaneously, his arcane core begins to whirr and hum, as he begins to penetrate the veil of magic surrounding the pillar, granting him insight into the essence of the enchantments woven into its very fabric. As he focuses his concentration, the magical aura of the pillar begins to take shape in his mind's eye, revealing its intricate patterns and hidden meanings.

    Spoiler: Out of Character Actions
    Show
    OOC:Action 1: Cast Detect Magic on 1st pillar, directly south of hallway.
    Action 2: Cast Read Aura on same pillar, if runes are, in fact, magical.
    Action 3:
    Last edited by Zero Prime; 2024-04-07 at 05:37 AM.

  3. - Top - End - #693
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    "Indeed," Dalnu said as she moved along. She also casts a detect magic on the pillars and then tries to decipher the symbols, digging in her extensive knowledge of old languages.

    Spoiler: OOC rolls
    Show

    I know common, elven and draconic
    society: (1d20+6)[10]
    arcana: (1d20+8)[11]
    occultism: (1d20+6)[26]

    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  4. - Top - End - #694
    Ogre in the Playground
     
    Daemon

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    Default Re: Nightmare in Katapesh IC

    Kheti quickly concludes the runes aren’t magic. He also notes that from the base of the pillar, they are nearly 25 feet up. Were the cistern full, the dial would sit just above the water level. Still, despite being faded and high up, he is able to examine them a bit. He quickly concludes the characters are Ancient Osiriani which no one in the party knows, although Kheti knows modern Osiriani. There are six different symbols circumnavigating the pillar, he is pretty sure he can spot a few that he recalls seeing in the text written on the trim below the ceilings of the other rooms. He suspects these each represent individual ideas, rather than joining to form a sentence. Dalnu agrees with Kheti that they look similar, but without the grounding in Osiriani and its alphabet, she is unable to make any other conclusions.

  5. - Top - End - #695
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    "If we're going to this more often, we really need to learn that language," Dalnu said to no-one in particular, "but for now, not a clue as to what to do. We can try some random combinations, but that's all I have. Or wait, there's symbols in the other rooms. There were six strings in one room, maybe they give a key to what we need here."

    She would head back to compare the symbols, writing some down so she could compare them against the ones on the big pillars.
    Last edited by farothel; 2024-04-07 at 11:56 AM.
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  6. - Top - End - #696
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    DrK's Avatar

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    Default Re: Nightmare in Katapesh IC

    Sadar

    Sadar nods his thanks to his new found allies as the worst of the wounds are healed "A nasty beast, but the smaller ones were worse I believe." He looks about as the others start examining the pillars and just sits slowly on the steps, cradling his blade in one hand as he watches the others working away.
    Thanks to Emperor Ing for the nice Avatar

  7. - Top - End - #697
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    Daemon

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    Dalnu records the six passages, two in each of the three rooms to the north - in each room, one is written on the north wall, one written on the south. Exploring the cistern, it is concluded that each pillar has a dial, and each dial contains the same six symbols. While no one is sure exactly what they mean, one looks like a fox, another an owl, one is pretty clearly a cloud, one looks like a river or wind, one looks like a dragon or maybe a snake with wings, lastly, one looks like a lump or a blob. Kharesh insists the last is an obvious depiction of a stone, and since he seems very confident, no one is inclined to disagree with the dwarf on that one. When compared to Dalnu’s transcriptions, each passage contains one and only one of the six symbols, and each symbol is represented only once.

    While exploring the cistern, several other things are noticed. First, the smell of decay can almost certainly be linked to the six dead camels in the room. These are in various states of liquefaction and consumption. However, their saddle bags are untouched, in addition to some basic traveling supplies, there are some more useful pieces.
    Spoiler: Loot
    Show
    18 gp, 74 sp, 28 cp
    Opal, magic
    Two red potions, magic
    One thin glass bottle of clear liquid, magic
    Spyglass
    50’ of silk rope
    6 waterskins (mostly full)
    Snare kit
    Lensatic compass

    Spoiler: Mauricio - that’s odd
    Show
    Mauricio is convinced there is something very strange about the symbol on the raised dais in the middle of the room.

  8. - Top - End - #698
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    Dalnu suggested to put the dials so that each symbol on a pillar corresponded to the location in the rooms. The north symbol in the right room on the north right pillar, the north center symbol on the north center pillar and so on. But to keep ready just in case it was wrong and something bad would happen. Unless someone else had another idea.
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  9. - Top - End - #699
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    Daemon

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    Default Re: Nightmare in Katapesh IC

    At Dalnu’s suggested implementation, Kharesh nods, “a worthy challenge.” he mutters as he looks up one of the pillar to the dial situated almost 25 ft up. Assisting himself by wrapping the rope around the pillar, the monk proceeds to climb.
    Spoiler: ooc
    Show
    Athletics: (1d20+9)[21] Acrobatics: (1d20+7)[20]
    Athletics: (1d20+9)[10] crit fail Acrobatics: (1d20+7)[20]
    Athletics: (1d20+9)[18] Acrobatics: (1d20+7)[23]
    Athletics: (1d20+9)[26] Acrobatics: (1d20+7)[18]
    Athletics: (1d20+9)[18] Acrobatics: (1d20+7)[23]
    Athletics: (1d20+9)[24] Acrobatics: (1d20+7)[27]
    Athletics: (1d20+9)[16] Acrobatics: (1d20+7)[22]

    Kharesh takes 10 damage

    The first pillar goes well, it is knobby and easy to avoid falling especially with the rope acting as a brace. Once at the top, he rotates it to the fox symbol. Each turn of the dial sends creaks, clicks, and groans echoing through the cistern, as some mechanical devices adjust. The process of moving the dial at all is challenging, but manageable for the burly dwarf.

    The second pillar starts fine, however, Kharesh fails to get the necessary leverage to rotate the dial. He tries to adjust his grip and apply more force with his legs, which ultimately catapults him off of the pillar when his grip slips. He falls twenty feet and lands harshly in the shallow water. Grimacing, he climbs back up and succeeds on the second try.

    The third, fourth and fifth pillars are all adjusted in the same way, sounds from the mechanisms adjusting from within the pillars and underneath the ground echo with every turn. Kharesh is about to climb to last pillar when he stops, and faces the group, “we don’t know what will happen when I finish. Perhaps we should bring the camels in, and rest for the night first.”
    Last edited by SanguinePenguin; 2024-04-10 at 12:38 AM.

  10. - Top - End - #700
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    Prehysterical's Avatar

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    Default Re: Nightmare in Katapesh IC

    As it takes half of the group just to keep Sadar from dying, natural constitution or no, Mauricio swears to pick up some antidote before their next escapade. There might be no second chance.

    While the others puzzle out the pillars, Mauricio finds himself drawn to the raised dais in the room. Bringing out his hooded lantern, the tiefling doctor raises possibilities before dismissing them. He doesn't look at Kharesh when he gives his opinion.

    "I would most certainly advocate for the safekeeping of our four-legged transport. The thought of walking back to Katapesh certainly does not appeal to me.

    But before that... That symbol..."
    Mauricio strokes his chin thoughtfully. "I am not one for gut instinct, but something about the sigil seems off. Let us take a look before we take a plunge."
    Spoiler
    Show
    Perception: (1d20+10)[19]
    Adding a +1 circumstance bonus from Pursue a Lead
    Mauricio Averni
    HP: 35/35
    AC: 18
    Class DC: 19
    Speed: 25
    Fort: +6
    Ref: +8
    Will: +9
    Perception: +9
    Feats: Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation

  11. - Top - End - #701
    Firbolg in the Playground
     
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    Default Re: Nightmare in Katapesh IC

    It takes a moment for Gurmok to fully recover from the panic-fueled adrenaline rush of the fight against the voracious spiders. When he does, he can only admire the quick thinking and deductive abilities of his companions. However, he also feels exhausted and not in a mood to run into danger right now. "You guys have such great ideas, impressive! But Kharesh is right, we need a rest, This looks like a safe enough place for the night. For sure the Vizier's actual tomb will be even more dangerous than anything we have seen so far..." As he makes these cautious remarks, he begins to rummage, in typical goblin fashion, through the bags his friends just found.

    Spoiler
    Show
    Using Detect Magic and his Religion skill to try to identify the stuff. (1d20+8)[15]
    Last edited by Gwynfrid; 2024-04-13 at 10:35 AM.

  12. - Top - End - #702
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    "Good idea," Dalnu said, "I wouldn't bring the camels all the way here, but keep them in one of the first rooms. We can make it comfortable there for them, and I would suggest that we stay there too for the night."
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  13. - Top - End - #703
    Ogre in the Playground
     
    Daemon

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    Default Re: Nightmare in Katapesh IC

    Mauricio can’t make sense of the symbol on the raised portion of the room. It appears a nine-lobed mural, with a central piece and eight circumnavigating it. Though faded, he can’t make sense of the designs or what information it is trying to convey. It sits between abstract art and meaningful depictions, but, perhaps like the hieroglyphic sentences, the scenes appear more a smattering of disparate ideas. If it is supposed to be representing, let alone aggrandizing the archvizier’s life and accomplishments, it is doing a really poor job of it. Did he eat the sun in the company of birds under the watchful eye of… eyes? Did he ride in a boat while helping or maybe commanding some sort of lizard to prepare a meal? Did he build a tower made of turtles underwater? Did he tell a snake-headed man something that lit him on fire or turned him into fire or put out a fire? Did an owl empty a body of water into another with its voice? And those are the only lobes where the images are coherent enough to even identify any consistent narrative about what seems to be happening. As he looks the images over he jumps back and forth between concluding they must mean something and they are obviously meaningless. However, he does remain convinced that whatever is bothering him about the mural or symbol remains present and just outside of his cognition.

    Gurmok with Kheti and Dalnu are able to identify the magic items from the saddle bags. A opal to provide one time aid with deception, two healing potions, and a vial of holy water.

    Kharesh and Sadar bring the beasts indoors, stashing them across the three rooms.

  14. - Top - End - #704
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    Daemon

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    Default Re: Nightmare in Katapesh IC

    Camels, humanoids, and one odious rodent camp in the tomb for the night. It is eerily quiet inside, but the stone walls make for horrendous acoustics. In the middle of the night the wind outside picks up at just the right angle to create a deafening howl in the tomb. At first this creates a panic, but once the origin is understood, blades are sheathed and animals are calmed. The howl stops when the wind shifts, and doesn’t recur in the night.

    After healing, rest, and morning preparations for the day, Kharesh climbs the final pillar. Clunk. Clunk. A deep sound reverberates with each turn of the dial. Clunk. Click click click click click. As Kharesh moves the dial to its final position, there is a long series of clicks as some ancient machinery begins to move. Three sizable vents open in the southern, eastern, and western walls without any particular excitement. Were the water level above them - well that might have been exciting. They stay open as more clicks ensue. Click click click click click. Abruptly, the clicks cease and distant thumps replace them that seem to grow louder until one of the symbols or pictures on the dais abruptly drops with a loud THUNK. Another drops, then another, then another - the noise growing softer each time. The last of the eight granite blocks drops into place with a softer thud. All then falls silent around the nascent spiral stairway that descends into what must be the true tomb of the archvizier.

  15. - Top - End - #705
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    Making sure her everburning torch was wedged well in her backpack so it would light everything up, Dalnu moved a bit closer and had a look at the entrance, looking for runes or anything. She also did a detect magic just to be sure.
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  16. - Top - End - #706
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    Default Re: Nightmare in Katapesh IC

    Gumrok mounts Zen, ready for the next leg of exploration, having completed his rites of meditation and prayer for the day. After yesterday's victory over the spiders, he feels excitment, mingled with a dash of fear. Surely, this will be a story to tell when he gets back to the monastery after completing this initiation tour!

  17. - Top - End - #707
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    Daemon

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    Default Re: Nightmare in Katapesh IC

    There is no magic present at the top of the stairwell. Whatever meaning, or lack thereof, to the mural is keenly overshadowed by its literal transformation into a staircase. The group takes things slow and looks for traps, but none are discovered. So they descend.

    The staircase is narrow - only about three feet wide and has sizable drops at each step of slightly over a foot. For Zen and Gurmok, the drops are daunting, but they fare well enough. Both the inner column and the outer walls appear to be constructed from some form of gray metal unhindered by time. The spiral staircase continues descending through about forty steps before the outer metal wall opens into a room.

    There don’t appear to be any immediate threats, so the party takes things slowly. The room is square and about 25’x25’ across with the cylindrical housing for the staircase situated in the middle. The ceiling is about 15’ high, and three thick stone pillars sit in three of the four corners of the room. Directly in front of where you emerge is a marble pedestal on which rests a strange looking metal rod. The rod is about three feet in length, on one end it has two bars that stick out a foot perpendicular to the rest of the rod, but the other end is a marvel. On the other end, and about two feet back along its length, wind dozens of intricate, bent and crooked metal tines about as thick as fingers that make for a confusing array of protrusions.

    There are four doors on this level out of the room. Directly ahead of you and just beyond the pedestal (due north according to the compass) is what looks like the frame of a doorway leading immediately to a massive stone slab completely covering the entrance. On the slab you can see no handles, no holes, no markings of any kind. A long string of hieroglyphics are etched on the wall above the frame.

    To the east is a door with a handle, etched onto the door is a hieroglyph depicting some sort of animal with a curved nose and a forked tail. To the south is a door, also with a handle, and a hieroglyphic depicting some sort of knot that looks a little like a person etched into it. To the west is also a door, but the fourth massive stone pillar has fallen against it. A hieroglyph depicting a house or a basket or both is etched on this door. A large crack runs along the ceiling and seems likely related to the breaking of the pillar, and a bit of rubble sits on the floor under the crack.

    Spoiler: Mauricio
    Show
    Mauricio recognizes the three symbols as representing: east - Set; south - Isis; west - Nephthys. He knows these are ancient Osirian deities, and he is pretty sure Set is kind of evil, and Isis is not, but that is all he knows.

    Spoiler: Gurmok & Kharesh
    Show
    Gurmok and Kharesh both recognize the three symbols as representing: east - Set; south - Isis; west - Nephthys. These are ancient Osirian deities. Isis is known as the Queen of Miracles and is a very good and major deity of fertility, rebirth, and magic. Nephthys is the goddess of the night and mourns and protects the dead. She is also the wife of Set, although often sides with Isis and Osiris in conflicts rather than her husband. Set is the god of murders, the desert, and storms. He is the major evil deity in the pantheon and believes souls should be made into the undead. Since Set murdered Isis’s husband, it is a bit surprising to find both deities represented here.

  18. - Top - End - #708
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    Dalnu was immediately drawn to the wand that was on the pedestal. She didn't touch it, at least not without first checking for traps, but she did cast detect magic to see if it was.

    Spoiler: OOC rolls
    Show

    perception for traps: (1d20+5)[24]

    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  19. - Top - End - #709
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    Daemon

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    Default Re: Nightmare in Katapesh IC

    Studying the aura from the strange rod, Dalnu concludes quickly that it is not magic. She also can’t find any thing resembling a trap on it or the pedestal. However, there is some faint lingering magic aura down here, but she doesn’t know what it is coming from.

  20. - Top - End - #710
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    "There is some magic down here, but I can't pinpoint it," Dalnu said to the others, "does anybody knows what this thing is? I know it's not the source of the magic, but it's a strange thing."
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  21. - Top - End - #711
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    Default Re: Nightmare in Katapesh IC

    "I'm not sure what this object can be used for? It doesn't look like an implement of a religious nature", Gumork muses. "Could it be a sort of key? If so, it would have to open a very big door! And a complicated lock, too."

    The little goblin then looks at the doors, recognizing the symbols. "It would seem the Vizier was buried under the auspices of three Ancient Osiriani deities, but this is odd. These three are often at odds. There is Set - he points to the hieroglyph with a forked tail - god of murder, very bad! But on the opposite side, this one is his wife, Nephthys, protector of the dead and mistress of the night. She's Set's spouse, but not really his ally. And then, over here - his finger now points towards the southern door - this one is Isis, the Queen of Miracles, with mastery over rebirth and magic. Not at all a friend of Set's. I don't know what to make of all this."

  22. - Top - End - #712
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    Default Re: Nightmare in Katapesh IC

    Other than the horrible howl of the wind, the night proves a welcome respite. Mauricio follows the others down, his eyes instinctively drawn to the apparatus. What function could such a thing possibly serve?

    He steps forward to examine the contraption more closely, trying to discern how the tines of the device might move. Would they rotate?
    Spoiler
    Show
    Perception including Pursue a Lead bonus: (1d20+10)[25]
    Mauricio Averni
    HP: 35/35
    AC: 18
    Class DC: 19
    Speed: 25
    Fort: +6
    Ref: +8
    Will: +9
    Perception: +9
    Feats: Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation

  23. - Top - End - #713
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    Daemon

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    Default Re: Nightmare in Katapesh IC

    Spoiler: Mauricio
    Show
    Mauricio studies the object on the pedestal. He can tell for sure that some of the tines don’t move as they morph seamlessly into the handle. For the internal ones, after a moment of study, he concludes that they can’t move or rotate or anything either, as the clearly static tines would prevent their motion. Although he can’t say for sure, the structure of the object largely supports Gurmok’s interpretation of it as a key. Likely one where picking the lock is essentially impossible.

  24. - Top - End - #714
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    ElfRangerGuy

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    Default Re: Nightmare in Katapesh IC

    "There still is some magical aura here," Dalnu said, "let met try something."
    Moving a bit away she tries the detect magic again, and by moving position and casting again, she tries to pinpoint where exactly it comes from.
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  25. - Top - End - #715
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    Daemon

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    Default Re: Nightmare in Katapesh IC

    Dalnu attempts to localize the magic she senses, but she fails. It seems to be around, just faintly. She doesn’t know what to make of that.

    After some examinations of the strange device, possibly key, the examination of the room reveals several things. First, with the exception of the door with no handles to the north, the other three could be tried. An experimental shove by Kharesh indicates that the collapsed cylindrical pillar could be rolled out of the way, which should allow the door to be opened.

    However, the group decides to try to southern door, branded as relating to Isis. Some time is spent examining for traps, but nothing is seen. Then, with the party armed and ready, the door is opened.

    The room extends 45’ deep, and the width starts about 15’ wide, but the stone walls slope outward to about 35’ width at the far end. As to furnishings, there is only a large stone slab about three feet high straight ahead about 25’ into the room. The room contains a lot of dust and ancient blades so rusted they are almost powder. The stone floor has a deep elliptical rivet worn into it surrounding the stone slab. The walls have erratically placed hieroglyphics carved in the stone covering every inch, except right under the ceiling.

    Almost immediately upon opening the door, a figure who seemed to be lying on the stone slab sits up. A pair of golden, glowing circles of light face you from where eyes should rest in the skull. The hairless face has leathery skin laced throughout with an intricate gold filigree that reflect your light sources. A red breastplate is worn on the chest, and the creature carries a heavy blade similar to a falchion that glistens in the light. The figure starts toward you, and speaks slowly in a raspy gravelly voice. Although it approaches, armed, it does not appear overtly hostile.

    Spoiler: Kheti
    Show
    The creature speaks in Osirani, although the dialect is a bit odd, you understand it. “How long has it been?” the figure utters.

  26. - Top - End - #716
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    Apr 2009
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    Ontario
    Gender
    Male

    Default Re: Nightmare in Katapesh IC

    Mounted on Zen, Gurmok enters the large room. A sense of reverence strikes him, considering the immense effort put in the construction of this complex and the elaborate manner of its decoration, even if just about everything - architecture, art, writings - is beyond his comprehension. And then... Someone is apparently alive in here!

    He turns to his companions, expectantly. "What did... er... What did he say?"

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