GM Fuzzfoot |
You don't find a place to enter the code here, but there is a lever that is flashing. (Maybe you need to turn something on?)
Falshin Korvaska |
Falshin wanders over to the flashing lever and try to determine to what it is connected... "Perhaps we should check the other room as well before we start pulling levers?"
GM Fuzzfoot |
It is connected to the center table, and clearly a control of some sort. There are some other dials and knobs as well, but they don't have any lights or indicators on them.
There are still two unexplored doors.
Puk Laughington |
"Weird! Goblins dont usually write stuff down. They think they lose their soul or something if they do..." Puk says reading the note. Then he moves to the next door.
Sabni Kabaan |
Yeah Falshin, let's check the other door first.
Agirran the Fury |
"Ready to twiddle those magic fingers?" Agirran asks of Seoni in regards to the southern door.
Agirran the Fury |
Seoni, I hope. Otherwise Agirran has a two-handed, greataxe-shaped skeleton key that gets him in most places, but its a tad noisy.
GM Fuzzfoot |
The door opens without any extra effort required.
Two shiny metal tables or beds stand across from one another in the center of this oval room, with metal restraints positioned at the head, foot, and middle of each table. Metal racks along the north and south walls hold assorted sharp-looking implements. A rounded hutch protrudes from the eastern wall. There is another five-fingered “handprint” panel on it.
.Pregen/5. |
"Five-fingered handprint? Hmmm..."
"Time to shine, baby"
Seoni put her hand with the gauntlet on the handprint.
GM Fuzzfoot |
Seoni presses her gauntlet on the handprint, and the locked hutch pops open. Inside the hutch are three vials of glowing blue liquid and a wand-like device contains a reservoir at one end and a small pad at the other.
Sabni Kabaan |
Sabni will try Object Reading on the vials and wand-like device to determine what they do.
Agirran the Fury |
Agirran casts detect magic and gives the place a thorough once over. Perception 'Take 20' for 20.
After they are through investigating the southern room. He moves to the set of doors to the east.
"Right. Now how about this one aye?"
GM Fuzzfoot |
Seeing as you aren't in a hurry, you set down to discover what these small treasures are.
Agirran identifies the blue vials as potions of cure light wounds.
Sabni uses his supernatural insight to discover that the wand is called a "medlance" - and can be used by inserting a liquid (such as a potion) into it, and using it to inject the liquid into someone so that they do not need to drink it. They do seem to have limited uses.
(Nice ability, that...)
Someone eventually opens the east door, revealing a small, circular room. On the interior wall of the pillar, there is a keypad, numbered 0 through 9, next to a panel with an imprint of a five-fingered hand with fingers splayed.
Sabni Kabaan |
Knowledge (Engineering): 1d20 + 9 ⇒ (19) + 9 = 28
Need to use that gauntlet again here to be able to use the panel.
By the way, that needle device is a medlance. You can put a liquid, like a potion or something, in it and inject it into someone.
Object Reading is crazy good. It's also good in the sense that sometimes when the scenario doesn't give you backstory, it can give you context, so the uses go way beyond just a mechanical benefit. That part of it is fun for both the players and GM. It does fit the flavor of the Occultist perfectly, though, as an "Item Mage."
.Pregen/5. |
Need to use that gauntlet again here to be able to use the panel.
"I got it", Seoni answered Sabni seconds before enter in the circular room.
When sit there, she put her hand on the “handprint” lock.
"Hmmm..." the sorcerer hesitates for awhile when saw the numbered painel, then she inserts the 'goblin code' there: 9... 2... 7... 4... 6.
GM Fuzzfoot |
I am going to assume that Seoni, Sabni and Agirran are in the room, unless they object. Anyone else before I continue?
Sabni Kabaan |
No objection here.
GM Fuzzfoot |
With a lurch, this circular chamber begins to rise, but it jolts to a halt after a dozen seconds or so. A flashing red light appears next to the door-opening panel, accompanied by a faint buzzing sound.
After about 10 seconds, the room stops, and you hear (first in Goblin and then in Common) “Negligible atmosphere detected. Do you wish to proceed? Push open button twice for yes.”
Agirran the Fury |
"The room's alive!" Agirran bellows as the alcove rises. Then he stops and stares blankly at the door thanks in part to the close claustrophobic interior and- and here he looks down at Puk. "You making that tinny soundin' music?"
When the public address system addresses them he comprehends the meaning immediately. Unless it meant that the doors opened up on a space lacking posh ambience they were in trouble.
There's an 'open button'? Are there any others?
Sabni Kabaan |
I guess I need to press it? If there are no objections, Sabni will press the button twice.
.Pregen/5. |
"Are you kidding me? Did you know what it means "negligible atmosphere"? We gonna run out of air to breathe, of course we'll NOT press this button twice."
Seoni tries to find a way to get back to the previous room on the panel.
GM Fuzzfoot |
Sorry - got swamped.
You can decipher how to cancel the current action and return to where you started. I see conflicting posts (open or return), so which will it be?
Sabni Kabaan |
Seems most of the party wants to return. I'm cool with that.
GM Fuzzfoot |
OK, in that case, the room seems to descend and the door re-opens.
Agirran the Fury |
"So any controls here the the magic fingers can jostle into giving us some air ta breathe?"
.Pregen/5. |
"If you have a way to breathe in an area where there is no air to breathe, so I suggest you to go there. I don't."
@GM Fuzzfoot is there another unexplored door, right?
Agirran the Fury |
Agirran is asking whether or not there are any toggles we haven't toggled in the control room that might make certain places more breathable.
"Well my trail rations include beans, and beans always gives me wind so...."
Falshin Korvaska |
"I do not know about the rest of you, but I cannot breathe without air. So I would prefer to stay away from anywhere that doesn't have any air... Let us finish examining the rest of this place."
Agirran the Fury |
So we've been into the closets both north and south. Is there anything on the control panel that will oxygenate the place we suspect is lacking oxygen?
Sabni Kabaan |
Back!
Sabni starts fishing around for anything he thinks he can press or fool with to bring back the air.
GM Fuzzfoot |
I don't believe anyone has pulled the level that is flashing since you came in. But all of the doors have been opened an explored, other than whatever lies behind the door after you ascend in the lift.
Lights flicker, and a panel lights up and displays a cryptic message.
Agirran the Fury |
"Hey! Wha'd I say about the damn capering? Hey, look at this it's in Taldan."
GM Fuzzfoot |
No check - pull the lever, read the spoiler... and yes, apparently it is in Common.
.Pregen/5. |
After read the warning at the control panel, Seoni concluded the obvious:
"It seems that we have to go to this place without air to breathe, to access the exits"
She takes a look around... "Who volunteers?"
"Or we will all together?", the sorcerer thought.
I'm back, guys. :)
Falshin Korvaska |
Falshin looks around at his comrades for a moment before stepping forward. "I can hold my breath for close to three and a half minutes. Probably longer than any of you." He shrugs sheepishly. "No offense, of course. I will go. If I don't return in five minutes, then..." He pales a little. "Then I'm probably dead."
He looks at the gauntlet. "I'll need that and the code to get this thing moving again."
Sabni Kabaan |
I'll come too. Best to have 2 instead of 1. If I run out of breath you can drag me out, too. Sabni looks grim as he says this. Plus... I want to see what's up there.
Agirran the Fury |
Falshin looks around at his comrades for a moment before stepping forward. "I can hold my breath for close to three and a half minutes. Probably longer than any of you." He shrugs sheepishly. "No offense, of course."
"None taken. Three and a half minutes is pretty good for a fellow your size, but it ain't that much. I can hold my breath for over five and a half minutes before it starts getting difficult. Anyone here top that?"
Water Supremacy (Su) You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning. At 10th level, you gain a swim speed equal to your base speed. At 20th level, whenever you make a Swim skill check, assume the roll resulted in a natural 20.
.Pregen/5. |
"Here they are, Falshin", Seoni gave him the gauntlets.
"Good luck for all of you", she stays close to the panels and attentive if they will need help in an eventual emergency .
GM Fuzzfoot |
So, Sabni, Agirran and Falshin are headed up?
You enter the room, and activate the lift again.
“Negligible atmosphere detected. Do you wish to proceed? Push open button twice for yes."
The transition from the pressurized lift to the near-vacuum of this area deals 1d6 ⇒ 4 points of damage (no save) to all living creatures in the area. In addition, sound is muffled in the thin atmosphere in this room, mimicking the effects of a silence spell. And there is no air to breathe.
A series of glassy panels form a semicircular array along the southern walls of this circular room. Some of the panels are lit but blank, while others flicker with a jarring, blackand-white dotted pattern. Many are cracked or simply dark. A throne-like chair sits before a mechanical table in the center of the room. A skeleton slumps in the chair, one bony hand grasping a large lever. Its other hand, wearing a strange, silvery glove, rests upon a glowing plate.