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Yasmin disables the trap, and opens the door. Two long tables of stained oak line the east wall of this room, each cluttered with alchemical supplies. Atop the desk on the west wall are writing implements, ink, sheets of vellum, and several scrolls. A large chest secured by a prominent lock sits just north of the desk.
Yasmin sees that 1-the chest is trapped and 2-the chest is locked.
Map Updaed

Samuel Soulkeeper |

"This place full of locks and traps, groarrr!" says Shriek frustarated "We lucky you are here Yasmin"
The half-orc attempts to help as best as he can, then readies himself to defend the elven woman as she works.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

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"And so is whoever buys this place at the auction!"
Cast detect magic on the chest and all around the room (the two tables and the desk).
If the scrolls are magic, then I'll use read magic to identify.
Spellcraft (if needed): 1d20 + 10 ⇒ (10) + 10 = 20

Yasmin |
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Disable trap: 1d20 + 11 ⇒ (17) + 11 = 28
Open Lock: 1d20 + 11 ⇒ (11) + 11 = 22
Yasmin disables the trap on the chest and then unlocks it
"I am glad I took the opportunity to learn from that annoying kobold. No way I could have done this a month ago"

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The traps in the room all use a variation on the magic mouth to make an ear piercing scream. But, Yasmin is able to quickly get past the lock. After you deal with both, you are safe in the room. The chest pops easily enough which goes into the pile of items you've gotten so far. Five flasks rest on the eastern tables: two vials of oil of keen edge, a potion of undetectable alignment, a potion of protection from acid, and a potion ef protection .from .fire. Atop the writing desk are four scrolls containing spells that Hunclay never got around to adding to his spellbook: a scroll of campfire , a scroll of excruciating deformation, a scroll of haunting mistsive, and a scroll of magic circle against chaos. However, the room's grand prize is in the locked chest to the right of the desk. Inside are Hunclay's six spellbooks. containing Hunclay's 3rd-level spells includes, among other spells, a copy of secret pane. A gloss in the margin on this page has four words noted: "Eox," "Aucturn," "Carcosa," and "Dominion"-only "Dominion" hasn't been crossed out. The fifth book contains a rare new spell in addition to the others: wall of light. Taken as a whole, the spellbooks are worth 19,800 gp.
After cleaning out the room, the only other choices are to go up, or to go down into the basement. where too next?

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Yasmin leading the way, you return to the stairs and head up. Within this glass-domed chamber is an enormous telescope that sits upon a platform over a veritable sea of metal gears. An angled metal chair sits below the device, within reach of a cluster of pedals and levers that enable its occupant to perform adjustments to the telescope's orientation. Tables covered in books and charts occupy the southeast corner. The view of the surrounding skies afforded by the glass dome is breathtaking in its expanse.

Yasmin |

Yasmin holds up her hand in a fist, using the pathfinder hand signal for halt. She then points to the chair, using the symbol for trap and finally to the telescope, hoping one of the others will recognize the creature.
While she does this she studies the creature, hoping to find its weak spots.

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Finn looks at the creature that Yasmin pointed at...
Knowledge (arcana): 1d20 + 10 ⇒ (12) + 10 = 22
Knowledge (nature): 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge (planes): 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge (religion): 1d20 + 5 ⇒ (8) + 5 = 13
Regarding the spellbooks...I'd like to take a look at them at some point and teach my familiar any spells that I can...probably after we explore the manor...

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Orell steps into the room and to the right seeing the horned thing and takes careful aim on it, readied to shoot it should it attempt anything.
I have that thing covered

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Looking over the creature, you realize it is a familiar. It looks creepy, but it doesn't advance or make a move to be aggressive. As you look get ready to strike, it just smiles and let's out a strange giggle where the happiness does not reach its eyes....
I will post a full spell book in a bit then.

Samuel Soulkeeper |

"Do not fear us, we can help you, grrroar!" says Shriek to the familiar, giving Yasmin time for disabling the trap "We friends of the wizzzzzzard"
Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

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Yasmin doesn't quite disarm the chair trap, but you can grab the piece of paper. It's still active, but you are not dead.
The rest of the team talks to the flying creature. It hops up on the ledge of the planetariums opening. As you all attempt to make friends with the creature, it cocks its had to the side, gets a big grin, then giggles at you. It's a horrifying experience. It makes no attempt to flee or act aggressively.

Yasmin |

"Hmm, so we should look for a secret door in a 'clockwork lab' and there is a guardian within a cave somewhere. I wonder what that 'disguising text' means."
Yasmin shows the text to the others "And here we also have proof that the wizard was working with the kobolds. Do you have any idea what 'Dominion' or 'A' are?"

Samuel Soulkeeper |

Shriek looks through the telescope eye while Yasmin reads the note.
"I have no idea but perhaps in the clockwork lab we can find more information about what that might mean... grrroar!" says Shriek.
"Ok, let's see. We have the note now that relates to that collaboration, and we have still to explore the bottom level. Let's try that and then look for what and where might be the clockwork lab in the house" proposes the half-orc.
Then, realising on the creature, the skald shouts at it "Ei! Who are you?! What are you doing there?" he closes by the balcony where the creature is "Are you de Dominion? Where is the clockwork lab?"

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Orell deeply considers shooting the ugly little blighter but then Shriek steps into the way and Orell frowns and then says, "just leave that thing alone and let's check the basement and clear this thing out so we can move to the house."

Solvi |

Solvi also strongly considers setting Bissi on the ugly thing but decides against it.
"Yeah, lets leave it and go to the basement"
He turns to the ugly one
"You. If you do anything to hurt us, including telling our enemies about us, you WILL meet the pussy cat. You do NOT want to meet the pussy cat"
Bissi : "Chuff. Growl. Whine?"
Solvi : "Yes, he is very eager to meet you"

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You leave the room, head down the stairs, then all the way to the basement. You end up in a storage area. It's pretty quite and dark, but you easily light up the room. Its full of boxes. As you explore them you find they are full of basic house hold items.
this is room C12
You then proceed deeper into the basement. You see three doors next to one another and two other doors. Yasmin you know the three small doors next to one another are trapped with magic.
Next move?

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Yasmin attempts to disable the traps, but only succeeds on the first.....You all pray for the death that a fireball would bring as a loud yelling fills the hall. It's ear splitting, but does not cause you damage. Eventually the first and third wails stop and the hall falls quite. Opening the rooms you see that they contain more odds and ends. Enough to fetch a good enough price at the auction, but nothing magical or truly interesting to those of an adventurous lifestyle.
Where to next? Back up stairs, North door, or South door?

Samuel Soulkeeper |

Shriek opens wide his eyes and is up to jump to the floor but gratefully nothing bad happens "Uff, that was close!"
"The west door is ok! Let's do it Solvi! Groaar!" says Shriek and joins the heading to that place, letting Yasmin explore the door before going in.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

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Orell grips his crossbow and grits his teeth until the sound stops and then follows the party hoping that sound will fade between his ears

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This ten-foot-square antechamber's north wall is an artfully wrought gate of bright metal that opens onto the larger chamber beyond. The walls of this chamber are covered with strange glyphs and runes, including one enormous word scrawled in one-foot-high letters across the north wall.
The grate is locked, but not trapped, so Yasmin takes a while to open it, and you can enter the room. You hear something speak from the pit in the center of the room..
Here to gloat over me some more, wizard? And without your usual greeting? You'll play that game one time too often, and on that day I'll enjoy supping on your entrails.

Solvi |

Solvi attempts to read the scrawled word, but does NOT say it aloud.
He'd also advance to a point where he can look into the pit, but no further.
"Who is in there? We are NOT the wizard. Why was the wizard holding you captive?"

Samuel Soulkeeper |

Shriek waits for the creature to answer while readying his longsword.
He gives a look at the place carefully as the creature answers.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

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"Hmmm..." (Finn ponders the writing on the wall)
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge (arcana): 1d20 + 10 ⇒ (6) + 10 = 16
Finn speaks: Common, Auran, Aquan, Ignan, Terran, Elven, Draconic

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You know this is a work written in Abyssal. It's a demon's name. He's not happy, and you know that having that name means you have power over the demon. Possibly speaking its name will have some effect... ]ooc]Linguistics check please[/ooc]
The demon speaks...You are not with the wizard, eh? Are you minions?
You hear the creature clawing its way up the pit...
Solvi, give me a diplomacy check

Solvi |

diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31
Woo hoo :-)
Solvi puts Bissi on guard
"We are not minions of the wizard. Never even met the man"
Solvi readies his bow to shoot anything hostile emerging. Note that he uses cold iron arrows by default (not that he is likely to hit :-()

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"I think it's a demon's name...perhaps that is what is climbing up now." Finn glances quickly at the hole, then back to the writing on the wall.
"I think I can make out the name. Knowing that will be useful....one sec..." Finn concentrates on the name.
Linguistics: 1d20 + 5 ⇒ (20) + 5 = 25
Huzzah!

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Finn yells out the name properly. It's less a word and more a searing pain in your mind as you spew concentrated darkness in word form. The creature in the pit stops...It then yells up. I will not come up, but I want you to leave and let me leave. I believe you're not with the sniveling idiot, but I want my freedom. I followed the bargain, HE RENEGED! I just want to be free. I could do without killing you all. Do we have a deal?

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Orell looks at the group and shakes his head no, that he will not allow this evil to leave this place free. He prepares for combat.

Solvi |

Solvi nods his head in agreement to Orell. Letting it out of the pit to rampage around the countryside isn't an option. Unless ...
"I'd be willing to let you go back to whatever foul hell spawned you. Can you return?"

Samuel Soulkeeper |

"What are you giving us back in exchange? Groar!" asks Shriek greedy.
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19

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The beast is still in the pit, but it stops I want to go. I can't leave this plane while still in this tower. Let me walk out and I won't harm you. That is my trade-your lives for my freedom!
What happens next?

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Does knowledge of his name give me power over him? For example, could I command him to return to his own immediately after leaving the tower?
Knowledge (planes): 1d20 + 8 ⇒ (13) + 8 = 21