Devil We Know, Part 3: Crypt of Fools (PFS) T3-4 (Inactive)

Game Master Mari Clock

Cassomir

Hall of Wonders

Forgotten Fountain

Crypt of Fools-1

Crypt of Fools-2


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Grand Lodge

F Human, with Orcish qualities Mom-12

Gameplay Thread

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Dotting...

Liberty's Edge

Male Aasimar Oracle 13

Dot

Grand Lodge

F Human, with Orcish qualities Mom-12

“I am perplexed. A new kidnapping spree plagues my beloved city. It seems our citizens make easy prey to those who profit from such exploits. While this disturbs me, I am more troubled by reports that some of those kidnapped return to the city as undead monsters who accompany this Cult of Nature’s Cataclysm plague, a plague that I can’t seem to excise from my beloved city. This ends now! For a third time we battle Groetus-worshiping dogs and there will not be a fourth!”

Taking several deep breaths, Hestia regains her composure.

“I am sending you to Swift Prison to interrogate a cultist we captured who was trying to kidnap a local engineer. Meet my man Garver out front—he’ll take you in to see the Nature’s Cataclysm fool. Find out where the other cultists hide, where they’ve taken their recent victims, and how they’re turning them into skeletons. Free as many Cassomir citizens as you can—the good publicity never hurts. Any questions?”

Feel free to take Knowledge Local checks.

Grand Lodge

Male Half-Elf Cleric 3

dot

Liberty's Edge

Male Aasimar Oracle 13

"This is a terrible crime and I will not have it go unpunished. Hestia, I hope you don't mind, but I have asked my close friend Illidan to accompany us. He is studied in the nature of undead and proficient in channelling positive energy, so his expertise may be needed."

"What can you tell me about this captured cultist?

Knowledge (local), untrained: 1d20 + 1 ⇒ (6) + 1 = 7

If there is time before heading to Swift Prison, Jiankuo will attempt a diplomacy (gather information) check.

Diplomacy (Gather Information): 1d20 + 11 ⇒ (12) + 11 = 23

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sebastian appears positively aghast at the news in the debriefing, "These strange fellows hardly have a plan or a competent minion among them, how can this organization still be intact? Am I wrong in assuming you warned the authorities after our last foray Venture-Captain?"

Knowledge (local) + Inspiration: 1d20 + 8 + 1d6 ⇒ (18) + 8 + (6) = 32

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar strokes his beard quietly while listening to the briefing. He then takes his waraxe and places it on his back "This cannot be, again? We shall finish this, we cannot allow a plague of undead going around the city."

He considers for a while the names cited and then asks "Who was the engineer they were trying to kidnap?"

Me trying to make an untrained K. local after that display of greatness would be pointless Maese Sebastian ;)

Grand Lodge

F Human, with Orcish qualities Mom-12

Well, I thought the last problem you solved would have been the end, but I was wrong.
She sighs again, You will have to ask Garver about the cultist, he is in the prison where I have no actual authority. And I'm not sure exactly which engineer was being kidnapped, there is a wholee guild, it could have been any one of them.

On your way to the prison, Sebastian is able to determine:

Swift Prison’s prisoners must pay fees for lodging and favorable treatment. These payments even include a “chains tax,” requiring a prisoner to pay 5 sp each month to avoid being shackled. Swift Prison has an unusual policy in which non-violent criminals who pay for the privilege are allowed to roam the streets surrounding the prison, so long as do not cross the invisible boundary known as the “Rules of the Swift” (which is what the prison calls the invisible boundary that surrounds the prison). Prisoners who cross this boundary are put to death when recaptured - very few have broken those rules in the prison’s history.

The wardens of the Swift are notorious for allowing unusual privileges in exchange for exorbitantly high sums. Prisoners who pay these extortions earn the right to reside in one of the Swift’s private apartments. Rich prisoners may also purchase the “Liberties of the Swift,” the right to walk the prison grounds and surrounding city streets freely. Wardens of the Swift are often replaced after being caught abusing their posts for personal gain.

Those unfortunate souls too destitute to pay often find themselves locked in the Swift’s cellar begging cells. If they are unable earn enough money to pay for their release by begging, they typically succumb to disease. The inmates call these dank cellars Stavian’s Fair.

Grand Lodge

F Human, with Orcish qualities Mom-12

By the way, welcome Illidan.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sebastian quickly fills the others in on what he knows about Swift Prison, having apparently dealt with the place before in one of his investigations before becoming a Pathfinder.

Once arriving at the prison, the Investigator takes a long look around.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Grand Lodge

Male Half-Elf Cleric 3

Hi!
Along the way Illidan introduces himself. He's good natured and cheerful, despite the horrors surrounding him every day.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

"Nice to met you Illidan. You can count on my axe and the power of Abadar to back you up in this our mission." the dwarf cleric holds his symbol with care in his shield hand.

Listening carefully to Sebastian explanations Arbiscar comments "That sounds like not a very well organized prison. Let's hope we have not to deal with the authorities there, as I foresee great problems if we have to."

Once at the prison the dwarf requests at the reception desk "Please, we have to interrogate one of the prisoners, how can we do it? The name is Garver and he was just recently arrived here." the dwarf moves one gold coin our the table.

Grand Lodge

F Human, with Orcish qualities Mom-12

There is no reception.

Swift Prison’s formidable gates loom over those who pass beneath them. Out front, a gilded statue stares uncaringly at those who serve time beyond her sentry-like gaze. The wrinkled, dirty faces of Cassomir’s prisoners are briefly illuminated behind the bars of the ground floor begging cells. Their pathetic drone as they beg for coppers fills the courtyard in front of the prison.

Hestia’s man, Garver - a tall Taldan man with a slim physique and plain peasant’s clothing - approaches. [/b]“Ah. You made it. Good. Follow me.”

Garver turns and enters the prison, marching through myriad hallways that twist and turn and finally end at a plain but thick wooden door. Garver produces a key and says,

[b]“Our captured cultist enjoys visitors, and if you like his work, it’s all for sale.”

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

"Hi, my name is Arbiscar. We are told you are a cultist of the... rats cult." he starches his beard calmly "I am not going to trick you, there's nothing we can do for you know. You made a crime in Cassomir's and that is paid here. However, we might... provide you the resources needed so you can have a better time here. I suggest you collaborate."

He moves slowly near the prisoner and looks at Sebastian whom the dwarf guesses will be a good investigator. Even then, the dwarf poses a question so the prisoner has a chance to start answering things "So, what is your name? And who send you to attack the engineer?"

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sebastian nods respectfully to Garver and, as the group is being escorted he asks, "Yes, my good man, what can you tell us about this cultist fellow and his work? I like to be prepared before interviews."

Liberty's Edge

Male Aasimar Oracle 13

Jiankuo remains quiet and awaits information from Garver. He intends to allow Sebastian a chance at extracting the needed information from the cultist, but will prepare himself should the investigator lose the upper hand in his interrogation.

On standby with an intimidate check :D

Grand Lodge

Male Half-Elf Cleric 3

Mumbling "Yeah... interrogations aren't exactly my forte", Illidan stands next to Jiankuo and tries to look menacing.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

I'm not sure if we're waiting on someone, are we good to move forward?

Grand Lodge

F Human, with Orcish qualities Mom-12

Garver can't give you any information about the painter. He has never said anything coherent that Garver has witnessed.

As you try to engage the painter, he shouts, “For you, my master!” every once in a while, at odd intervals, and continues to furiously paint.

Sebastian Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
Illidan Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17
Jiankuo Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21
Arbiscar Diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11

Jiankuo compliments his painting, and asks about the subject.

“Friends! Did the Master send you? Yes, he must have. Praised be he who ends the days! Do you seek my secret? Soon enough - but in return I ask something from you. You must give it to me as I need it to complete my collection.”

He points to two paintings hung in a shadowy corner of his cell. A third canvas hangs next to them but is blank.

“If you go outside this very prison you’ll find a statue covered in gold. You may have already seen her! Describe this statue to me in exquisite detail and I will tell you all I know.”

Liberty's Edge

Male Aasimar Oracle 13

Jiankuo will attempt to describe the statue that they observed on the way in.

I have included a perception check in case it is required to recall the detail

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Turning toward the investigator, "Sebastian, you have a far keener eye for detail than I, perhaps you should take this one"

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

With palm face Arbiscar looks at the others Now what?. He then approaches Sebstian and whispers "May he use the painting to escape or do something? Shall we concede to that? It seems dangerous..."

Addressing to the painter "Interesting paintings, where did you get the inspiration? What do you pursue to obtain from them? I can easily help you if you answer those easy questions."

Perception (to describe): 1d20 + 3 ⇒ (20) + 3 = 23

Perhaps someone with prestidigitation or dancing lights can show the statue as an image?

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

When Sebastian arrived at the prison he made a Perception check with a 28, did he get a good look at the statue then?

The investigator scratches his chin thoughtfully at this cultist fellow, although he does look a little disappointed that a full interview does not seem a likely scenario.

Ah ha! They recruit from the mentally unstable, that is why they have such a large number of ineffective recruits.

* * *

Sebastian then follows the others out to take a good look at hopefully the obvious female statue covered in gold. On the way, he offers, "We will need to scrutinize those paintings quite closely to discern any meaning to them, if any."

Upon returning, he gives his own description of the landmark, remembering some especially florid descriptive terms he once perused in a secret Taldan library.

Perception + Inspiration: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (4) = 23

4/5 Inspiration Remaining

"To add a further inquiry on top of those provided by my Dwarven companion, who exactly is your Master?" Sebastian asks, as he casually tries to get a glimpse of the insane fellow's artwork.

Grand Lodge

F Human, with Orcish qualities Mom-12

The statue sits just outside of the prison’s gates, its golden form shining brightly in the sun. It stands just over 7 feet tall and rests atop a 3-foot-tall stone base. The statue depicts a curvy Taldan female with short hair and wearing flowing robes open at the neck. She regards the PCs with a blank, uncaring expression. Faint moons decorate her flowing robes, and she crushes a set of scales beneath her left foot.

Sebastian: 1d20 + 9 ⇒ (6) + 9 = 15
Jiankuo: 1d20 + 1 ⇒ (11) + 1 = 12
Arbiscar: 1d20 + 3 ⇒ (7) + 3 = 10
Illidan: 1d20 + 8 ⇒ (19) + 8 = 27

DC 15:
Perception check also reveals that the sculptor left his mark on his work of art—he carved a small letter “I” into her left foot.

After you return, the painter ignores you all for a short while and
furiously paints the blank canvas on his wall, splashing paint wildly about his cell. Upon completing the painting, he shows it to you.

It shows a twisted perspective. The once-beautiful statue stares back transformed, her visage twisted into a demonic snarl. Short humanoids with large, black eyes torment cowering prisoners in the painting’s
background. Brandishing a radiant holy symbol, a lone figure fails to fight them off.

DC 13 Knowledge (local):
the creatures are derros

DC 18 Knowledge (religion):
the lone figure is Aroden as he is depicted in Taldan lore.

DC 18 Knowledge (religion):
The moon iconography belongs to Groetus.

Grand Lodge

F Human, with Orcish qualities Mom-12

I'm going to assume you are going to look at the other paintings, because that's what Sebastian does.

You find some of the same iconography (the paintings stacked on the floor are abstract smears of paint, in sharp contrast to these three works of art). The second painting depicts a stately, white stone building, identifiable as Cassomir’s Imperial Hall of Records.

Three-foot-tall bas-reliefs circle the building’s outside walls at ground level, though they are warped and twisted in the crazed painter’s art. Derros stand atop the hall’s steps and seem to punish criminals—all of whom are wearing the robes of Taldan government officials. At the southwest corner of the building, the bas-relief glows a bright white.

The same lone figure from the other paintings attempts to sooth a group of frightened children by playing a flute—the notes are actually painted above him on the canvas.

The third painting depicts the northeast retaining wall that shores up parts of the ruined Quickfall Abbey. It shows dozens of angry derros smashing brightly-painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape another group of menacing derros that seems to pursue him.

Grand Lodge

F Human, with Orcish qualities Mom-12

Once the crazed painter completes his third masterpiece, he rapidly explains that his “master” resides within the Crypt of Fools, hidden deep beneath Old Cassomir. He does not know its exact location, but he tells the you that if anyone has knowledge of the Crypt of Fools and how to get there, it would be the engineers at Cassomir’s engineering guild, the Hall of Wonders.

The engineers, he explains, have complete blueprints of nearly everything built by the Taldor government in Cassomir, and since the Crypt of Fools was built by the government to hide the crypts of shamed families, it’s highly probable they have all of the information you need. He knows all this because, as he explains, Dalirio once told him that the cult was going to need to remove the documents from the guild eventually to prevent anyone from finding them.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Knowledge Local + Inspiration: 1d20 + 8 + 1d6 ⇒ (18) + 8 + (2) = 28
Knowledge Religion 1 + Inspiration: 1d20 + 8 + 1d6 ⇒ (8) + 8 + (4) = 20
Knowledge Religion 2 + Inspiration: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (1) = 18

Sebastian looks over the first painting with some decisive nods, explaining to the others, "The creatures in the painting are derros. The man failing to hold them back is the former god Aroden. The moon iconography throughout is symbolic of the god Groetus."

After examining the remaining paintings, he says to the others, "In case these hold clues or something else of value we haven't unearthed, perhaps we should purchase them. Undoubtedly the painter will just use the money for more art supplies."

He then addresses the artist, "So, sir, how much for these three paintings?"

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

K. religion: 1d20 + 2 ⇒ (16) + 2 = 18
Arbiscar nods at Sebastian explanations "We should give a look to those buildings. But first follow that engineers idea of getting the blueprints."

Arbiscar also seems to agree about buying the art.

To the painter "And tell us, is it necessary something special to go into the Crypt of Fools or one can freely go in? Why do they call it like that?"

Grand Lodge

F Human, with Orcish qualities Mom-12

Garver happily supplies you with the paintings, each costs one gold. There are multiple abstracts on the floor, each costing five silver and there are about a dozen of those for sale as well.

The painter returns to his previous unaware state and continues occasionally shouting, “For you, my master!” and you are pretty sure you won't get anymore out of him.

I forgot to show you a map of the City of Cassomir. You are down at the bottom. I'll put in more details during the day.

Liberty's Edge

Male Aasimar Oracle 13

"Well, lets not waste any more time here. If there are no objections, let us head to the Engineering Guild."

Jiankuo turns to Sebastian and jokes "Do you intended to hang those delightful paintings in the lodge upon our return to Absalom, our are they an investment in the future should this good fellow become renowned artist?"

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar nods to Jiankuo "Sure, let's go!" the dwarfs starts walking behind the aasimar.

"I think his intention is to have them at hand as a backup in case they can give us some clue about the mission later on." he averts his eyes a moment focusing in Abadar blessings.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"The irrational mind can hold many insights to which the rational mind is blinded, I find. I must admit, however, for the most part Mr. Arbiscar is correct in his statement. Although if Drendle Dreng takes particular fancy to any of them, I will happily donate them to the Grand Lodge!" The investigator replies in good humor as the group makes it's way to the Hall of Wonders.

Grand Lodge

F Human, with Orcish qualities Mom-12

Darn, I forgot to put stuff on the map, I'm sorry. Work had drama today.

Cassomir

Either Hestia or Garver were able to tell you the following locations:
1) Swift Prison (you are here now)
2) Hall of Wonders (you are going here now)
3) Imperial Hall of Records (depicted in a painting)
4) Quickfall Abbey (depicted in a painting)

As you get to the Hall of Wonders:

Smoke and steam pour through many openings of this misshapen building. Gears and gizmos can be heard clicking against one another in a rhythmic cadence. A loud "chunk-chunk" sounds as several pistons churn up and down, powering some unknown machine. A cacophonous symphony of grinding metal plays on.

An enormous sign, nearly the entire width of the building, declares it to be the Hall of Wonders.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar looks carefully at the smoke going out through the windows "Is that normal?" he looks clueless to Sebastian "We can assume the cult has made fire of the documents... or a gnome is inside."

"Perhaps we should recognise the building before going in." Arbiscar goes around the building and carefully checks the façades.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18

If nothing is found and the party accepts, he approaches the main entrance and try to open the door, or knock if it is closed.

Ah, the work... there are days you would prefer not to wake up

Liberty's Edge

Male Aasimar Oracle 13

Perception, Aid Arbiscar: 1d20 + 2 ⇒ (8) + 2 = 10

Jiankuo will collaborate with Arbiscar to identify the building before heading in.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Perception (aid another): 1d20 + 9 ⇒ (14) + 9 = 23

Sebastian also assists Arbiscar in his examination of the exterior, "I venture to guess the smoke is either the cultists or the result of typical gnomish behavior. Unfortunately, we had better check since the former is more likely in our current circumstances. It's perhaps for the best if I guard the rear until we ascertain if they've acquired a more capable batch of followers."

Grand Lodge

F Human, with Orcish qualities Mom-12

The walls about 20 feet high, the doors appear unlocked. There are several closed windows.

You don't seem to see anything unusual beyond the smoke and steam, which you think may well be normal for a place teeming with Gnomes, and you don't hear anything beyond the loud clinking and clanging going on inside.

Liberty's Edge

Male Aasimar Oracle 13

Jiankuo will cast detect evil into the Hall of Wonders. As he paces outside, and as the hall is quite small, he should be able to detect the number of evil aura's within but not discern their locations.

"Sarenrae yǐndǎo hé bǎohù wǒmen."

Grand Lodge

F Human, with Orcish qualities Mom-12

There are three evil beings inside.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"Fortune favors the bold, gentlemen! Shall we enter now?" Sebastian suggests, although obviously not volunteering to go first.

Liberty's Edge

Male Aasimar Oracle 13

Jiankuo sets up a life link with Sebastian & Illidan before entering.

"I suggest we keep our swords sheathed unless they intend to fight, but be warned, I have sensed three evil auras within."

"I will take point. Sebastian stand behind me, I'll need that keen eye of yours. Arbiscar, up front with me and Illidan take the rear, keep your eye open for an ambush"

When entering, Jiankuo will concentrate on maintaining detect evil.

Grand Lodge

F Human, with Orcish qualities Mom-12

While you're talking about keen eyes, I will remind you of the smoke and steam. You can infer that visibility will be low. In addition, you get the feeling this isn't *just* smoke and steam.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar nods to Jiankuo and sets himself next to him. He touches his holy symbol and raises a prayer to Abadar casting longstrider on himself.

At a sign of Jiankuo, he pushes open the doors. If the way is clear, he moves in trying not to breath the smoke, going down to the floor or covering his nose and mouth with his cloak.

Grand Lodge

Male Half-Elf Cleric 3

Illidan clutches his morningstar, gives Desna a hurried praise, and bounces around a little on the spot in anticipation.

Grand Lodge

F Human, with Orcish qualities Mom-12

Once inside the Hall of Wonders, you can see the outlines of three great structures piercing a thick mist that chokes nearly the entire western half of the building. A brass planetarium rotates in the northeastern corner. Next to the celestial model, a clockwork contraption ticks and tocks as it turns on its axis. Finally, a giant metal crab sits with its claws extended on a southwestern platform.

You can move yourselves inside.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Waiting for the others to start moving inside before Sebastian does.

Liberty's Edge

Male Aasimar Oracle 13

Jiankuo moves towards the contraptions to get a closer look while maintaining detect evil.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sebastian bravely follows Jiankuo into the smoky building, "Do be careful, Mr. An, no telling what we'll find inside the premises."

Grand Lodge

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F Human, with Orcish qualities Mom-12

I've been singing the brave brave Sir Robin and how he bravely ran away.

Due to the mist that is surrounding you, you are unable to yet see anything in your current positions.

Assuming Jiankuo will stay in front.

As you move forward...

Perceptions:

Sebastian: 1d20 + 9 ⇒ (5) + 9 = 14
Jiankuo: 1d20 + 1 ⇒ (18) + 1 = 19
Arbiscar: 1d20 + 3 ⇒ (9) + 3 = 12
Illidan: 1d20 + 8 ⇒ (10) + 8 = 18

Jiankuo hears a feint screaming over the loud clanking of the machinery. Following the sound, he will be able to see that there are there thugs beating up on a gnome.

Current placement brings Jiankuo only out of the mist.

Seekrit:

Sebastian: 1d20 + 2 ⇒ (9) + 2 = 11
Jiankuo: 1d20 + 3 ⇒ (11) + 3 = 14
Arbiscar: 1d20 + 1 ⇒ (18) + 1 = 19
Illidan: 1d20 + 1 ⇒ (19) + 1 = 20
Red Thug: 1d20 ⇒ 13
Yellow Thug: 1d20 ⇒ 12
Blue Thug: 1d20 ⇒ 3
Tashelia: 1d20 ⇒ 13

Illidan, Arbiscar, and Jiankuo can act now.
Then some Thugs will go.
Then Sebastian can go. Sorry for that low roll
The last (blue) thug is after Sebastian.

Grand Lodge

Male Half-Elf Cleric 3

Illidan moves 30ft so that he is next to the Red Thug and swings his Morningstar.

Combat: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm: 1d20 ⇒ 19
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Crit Damage: 1d8 + 1 ⇒ (1) + 1 = 2

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