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Post by tokyosexwale on May 24, 2010 22:40:26 GMT -5
Kuruanpu falls in near the back with Minos. He momentarily lays a hand on the undead beast. "Your contract is almost fufilled. Soon you're soul shall journey onto the afterlife with my blessing." He looks forward down the dim hall, scanning it's walls and columns. "I'm afraid there is much more work yet to be done though." He moves forwards with his companions to examine the hall and discuss their next plan of action.
[ooc]I have darkvision: 60 ft [/ooc]
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Post by cOMMUNISMISFANCY on May 24, 2010 22:48:08 GMT -5
Expect a post around 3:00pm tomorrow. I'll delete this one then. I also need to tally up and see if anyone managed to post for 7 straight days for their fate point.
To answer a couple of quick questions. Desert Wind does not emit light (It only mentions the unnatural breeze), but roll a percentile for your other weapon. 1-25% it glows white, 26-50% it glows yellow, 51-75% it glows light blue, 76-100% it doesn't glow. It will emit enough light for 5' light, 5' shadow.
Thus far, we have Irestil in the back, with Kuruanpu and the Minotaur in-front of him. I am assuming the bards are in the middle then? Is Thet before or after Ahmet?
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Post by joelocaust on May 24, 2010 23:01:01 GMT -5
The Bards will take the middle, yes. And Kang will hope that someone else has light, lol.
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Nate
Senior Member
Posts: 487
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Post by Nate on May 25, 2010 0:05:40 GMT -5
Thet will be behind.
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Kiirnodel
Keeps Coming Back for More
Posts: 937
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Post by Kiirnodel on May 25, 2010 1:11:06 GMT -5
Alright, so everyone is in the back. Wonderful. So if we have that big minotaur in the back I'll be comfortable leaving it to that thing. Irestil will go ahead be in the front so we have more than one person there As a note, the weapon glows blue. And according to the DMG, it sheds light as a torch (20 ft. radius, 40 ft. shadowy illumination) which combined with low-light vision means I can see up to 80 ft. away.
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Post by Cadic's Devoted on May 25, 2010 13:13:50 GMT -5
Ahmet-mose, in front of the party, realizing just how dark it is in here, reaches into his pack and pulls out a small velvet bag, padded on the inside. Opening it up, he pulls out a small glass orb, about the side of his closed fist, that has had a stout leather cord tied around it. Taking a few moments, he ties the other end of the cord around a loop at his belt, securing the sphere tightly so that it doesn't bounce. Settling his hammer back firmly into his grasp, he concentrates for a moment and the orb begins shining brightly, letting the group see even further. He then waits for the others to possibly identify the strange runes, looking specifically to the Thet, the parties trap finder, not wanting to step into a trap this early in the adventure.
[ooc] Glowing orb (As per the Spell Compendium spell) Sheds light out to 60 ft (and I would assume, since all lights do it, shadowy light out another 60 for a total of 120.)[/ooc]
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Post by tokyosexwale on May 25, 2010 13:57:34 GMT -5
Kuruanpu gazes at the columns and wall to see if he recognizes anything. Although his race is blessed with the ability to see in the dark, he is glad for the light, as it brings some color back to his vision.
[ooc] Spot check to see if i notice anything interesting: Spot + 8 = 17 Relegion check to see if I recognize or can decipher any of these runes and paintings: Knowledge Religion + 15 = 27 [/ooc]
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Post by cOMMUNISMISFANCY on May 25, 2010 14:02:06 GMT -5
The party files into the tomb, Ahmet-Mose valiently in-front with hammer and shield at the ready. Following five feet behind him is Thet the Tinkerer, floating a few feet above the ground on his magic carpet. Next, five feet behind Thet, both musicians, Hak and Kang, stand side-by-side, walking stride for stride with one another. Following them, Kuruanpu leads his undead companion, gazing at the intricate murals which line the walls of the tomb. Following up the rear, Irestil walks with light strides, one scimitar casting a light blue luminesence down the hewn stone hallway. Thet seems to be tinkering with a random assortment of goods he has laid out on his magic carpet rather than searching for traps or looking for danger. The two bards follow Ahmet-mose into the chamber, his orb shining light further down the corridor where past the columns, the corridor continues for another 70 feet, before ending at a massive set of carved double doors inlaid with gold. The doors are shaped like a great female sphinx wearing a simple crown, her outstretched paws forming door handles. Kuruanpu notices that the murals on the north and south walls depict the history of the Sphinx empire, with scenes of the sphinxes working hand-in-hand with the gods. As one continues to the east, the scenes show great monuments being erected by the lesser races and the founding of medicine and knowledge. The southern murals depict the royal lineage of the Sphinx Empire and their passage to the afterlife. Several scenes depict sphinxes on reed ships traveling down a turbid river with the sun brightly illuminating the way. Kuruanpu, familiar with the rights and rituals of the passage to the afterlife, also notices a sphinx at the prow of the reed boat, reading from a scroll. Irestil, upon entering the chamber with the runed columns, immediately recognizes that the writing is in Sphinx, although the ability to decipher the meaning is beyond his ability. Spending a few moments while the bards try to decipher the script on the pillars, Irestil notices an image of a scimitar that looks very similiar to the Desert Wind amongst the many images in the murals. Ahmet-mose spots a sphinx in one of the murals which has a noticeable scar that runs down its face, diagonally across the bridge of the nose from its hairline to mid-cheek. The creature also has striking blue eyes which seem to catch the light and curly black hair. Its image seems eerily familiar. Hak and Kang set about attempting to decipher the script on the pillars.
I will assume the above marching order whenever you are moving from place to place unless someone specifies otherwise. If you want to change the placement of where you are, or the spacing, just say so in your next post. I need a decipher script roll, Irestil's knowledge of the Ancient Sphinx writing provides a +2 bonus to whomever makes the actual check. I am assuming one of the bards will be assisting as well. The above post was assuming a cursory glance about the place, not a detailed examination.
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Post by joelocaust on May 25, 2010 14:37:56 GMT -5
Kang will look at the murals and scripts. Upon seeing the snake-people depictions he shakes his head and mumbles something about "It's always Setites..." He carefully examines everything in the room, conferring with the other experts in the party, scratching his brain for what he might remember or decipher.
Decipher: 12+22+4=38 K(History): 7+9=16 K(Bardic): Nat 1 Spellcraft: 13+20=33 (in case I can recognize that anything is magical writing, I will simply cast read magic)
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Post by cOMMUNISMISFANCY on May 25, 2010 20:25:13 GMT -5
Kang and Hak manage to decipher the runes on the pillars after five minutes of contemplation and quiet discussion. Taking out a sheet of paper, Thet copies down each letter as it is deciphered by the bards. Once the process is finished for each of the eight columns, the following is what is found.
It was very difficult to decipher the Sphinx script (DC 35) to read. This is not the post for the next round, just an intermediary post if this changes anyone else's actions.
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Post by joelocaust on May 25, 2010 21:37:21 GMT -5
Kang slowly walks through and examines each of the pillars on the sides in this order: (First row and then second row, left to right) - North, West, East, East, East, South, South, East (conveniently spelling Ankharet)
"Does anyone else see any other patterns contained within these phonemes?" he asks.
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Kiirnodel
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Post by Kiirnodel on May 26, 2010 2:16:20 GMT -5
Irestil assists as best he can when asked, but takes a keen interest in the depiction of the scimitar that resembles his own. He examines it closely, searching for the reason it would appear here among the histories of the Sphinx.
Otherwise, he is not of much use in the investigation, not being much of an intellectual or particularly knowledgeable on this topic.
[ooc] also, making this post from my PDA so don't have the best way to examine everything... [/ooc]
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Post by tokyosexwale on May 26, 2010 17:47:58 GMT -5
Kuruanpu lets the bards and Thet attend to deciphering the puzzle. While interested, long ago in the preist hood he realized he had no head for scholarly pursuits.
While that is going on, Kuruanpu reaches into his pack and produces a torch and lights it. Commanding Minos to hold the torch, he goes to inspect the mural holding the sphinx on the bow more closely. The scene is familiar and it intrigues him, for the sphinxes have long been an enigmatic race.
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Post by cOMMUNISMISFANCY on May 26, 2010 18:52:58 GMT -5
Irestil is unable to determine why the image of Desert Wind is amonst the murals, but he does discover the Sphinx Queen's name, Ankharet amongst the writings in ancient Sphinx.
Kuruanpu continues to study the murals, but cannot glean any more information from the ancient paintings.
Ahmet-mose stands nearby, weapons at the ready in-case the party is attacked.
Thet, while floating on his magic carpet and assisting with the columns puzzle, notices that they can be turned, and although he struggles to move them, he is not strong enough to quite push it around one turn.
The pillars will require a strength check to move. The walls have been thoroughly searched as well.
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Post by cOMMUNISMISFANCY on May 27, 2010 9:34:48 GMT -5
Will post today around 6
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