Story Master
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| Cеlif |
"As to the war golems Thorgrim, it appears to me the book describes mechanical men. Of metal, not living stone. See here?" She flips to a page she'd looked at earlier, then lifts the open book and holds it for barbarian to examine. "Plates and panels and the like fastened together. And tubes and gears and such. Nothing like I remember ever seeing."
She puts the book down again. "Now what's this about a stone guardian ready to pounce; are you sure?"
| Imowen Aroudilee |
I have just been standing and listening to all the various comments and discussions of the other members of our group.
Say, Flug! Thanks for the healing! I needed that! Much appreciated!
Then I go over to where Gezzo is with the locked metal box. Is this the box you want open, Gezzo?
I pick up the box and place it on the nearby table, and examine it and the lock on it. I take out my special tools and attempt to unlock the padlock.
Disable Device: 1d20 + 11 ⇒ (1) + 11 = 12 Diddleydadburnit!!!
Disable Device: 1d20 + 11 ⇒ (6) + 11 = 17 Notholdingmymouthright!!!
Disable Device: 1d20 + 11 ⇒ (3) + 11 = 14 Oh, bother!!!
Disable Device: 1d20 + 11 ⇒ (2) + 11 = 13 This is TERRIBLE!!!
Disable Device: 1d20 + 11 ⇒ (14) + 11 = 25 That's enough!!! Need sleep!!!
| Cеlif |
Celif looks around in wonder at Fener's words, and speaks quietly. "I'm not so sure. Written history -- at least what I studied -- doesn't go back nearly that far. But there had to be something before that. Just because it's outside our experience is no reason to suppose it never happened."
Story Master
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Imowen struggles to open the lock on the metal box. As anticipated, it is a difficult chore, but eventually she hears the satisfying sound of the locking mechanism opening.
She opens the box, and inside, nestled in a mound of black velvet, is a large, smooth white glass orb about 5 inches in diameter, carved to resemble an eyeball. It seems to be looking at you...
| Flug Managarm |
Flug nods to Imowen's thanks and watches from over her shoulder while she works on the box. When the orb is revealed, the Valgaardian looks calmly back.
| Nästród, Oracle of the Dasun |
Now that the danger has passed, Nästród speaks the command word and the fire of Örlög-Eldur is extinguished. He puts the weapon away. He looks at the eyeball that Imowen found.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Knowledge (History): 1d20 + 5 ⇒ (13) + 5 = 18
Knowledge (Religion): 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge (Arcana): 1d20 + 1 ⇒ (1) + 1 = 2
| Gezzo Wrathforge |
Gezzo looks into the box with wide eyes. His hand moves slowly and instinctively to the opened lid as he mutters incantations.
Cast Detect Magic and Detect Evil. Then observing auras.
Know(Arcana): 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
Local roll to see if he knows any rumors concerning this crystal ball or the history of this place.
Know(Local): 1d20 + 7 ⇒ (10) + 7 = 17
| Cеlif |
"You have a point," Celif mutters. "And I was similarly nervous about all those statues in the hall above us. Still, detecting magic as a first step might tell us all we need to know. No point in destroying what well might be a cultural artifact if we don't have to. Want to show me where this thing is?"
Story Master
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Story Master
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While some of you seem to be examining the glass orb shaped like an eye (was it your imagination, or did it blink?), it suddenly rises up out of the box and hovers in front of Flug, staring at him. It bobs up and down slightly, floating about 2 feet in front of his face. It tips up and down occasionally, as if looking him over, then resumes hovering in front of him...
| Flug Managarm |
"..."
The expression on Flug's face doesn't change even while his eyes track the orb. The Valgaardian slowly holds out a hand, palm upwards, and stops it just below where the orb hovers.
Story Master
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The orb slowly lowers itself into Flug's hand. It begins to glow brightly for a few seconds, and then fades back to its white color and ceases all movement. Flug experiences a rush of thoughts, and becomes aware of the nature of the orb:
Eye of Divination
This orb is made of polished white glass, and resembles a large eyeball. As long as the orb is held, the saving throw DCs of all divination spells the wielder casts are increased by +1. Additionally, the wielder may spontaneously sacrifice prepared spells or unused spell slots in order to cast certain divination spells, in the same way that a cleric can spontaneously cast cure or inflict spells. The wielder need not know the spell, or even have it on his or her spell list, in order to cast it with the orb in this way. However, any costly material components or focuses the spell requires must be provided. The spell received is based on the level of the sacrificed spell, as indicated below:
1st-level spell: Identify
2nd-level spell: Detect Thoughts
3rd-level spell: Tongues
4th-level spell: Scrying
5th-level spell: Prying Eyes
| Gezzo Wrathforge |
Bah! More arcane hocus! Gezzo waves his hands in a dismissive manner at the floating orb once in lands in Flug's hands. He looks over at Celif and observes the book she holds. Listening briefly to the Cleric's and Barbarian's discussion, he perks up.
We should carefully examine that book, as with the others. Then it should be taken to the Brotherhood. They will no doubt want to explore its secrets and study the manner of these constructs.
| Cеlif |
Celif eyes the... eye with suspicion as she absently replies to Gezzo. "Are they going to study it, or destroy it? I understand their concern over uncontrolled arcane power, but this book seems to hold other secrets as well. It would be a shame if potentially beneficial knowledge were lost thanks to narrow-mindedness."
| Gezzo Wrathforge |
No, no Celif. The Brotherhood doesn't want to destroy the arcane, simply prevent it from being misused. He wags his finger in the air and smiles broadly. This will be securely placed in their vast libraries, no doubt! Well out of the reach of those wishing to do mischief or destruction with the knowledge it holds.
He crosses his arms and nods approvingly at Celif.
| Cеlif |
This will be securely placed in their vast libraries, no doubt!
Why is a certain Indiana Jones closing scene playing in my head right now?
| Flug Managarm |
"It is-is capable," Flug says to Nästród, "but I am not c-capable enough. It req-requires f-far stronger magic."
Specifically speaking of the Scrying spell it grants, but that needs a 1000 GP focus anyway.
Flug takes the aforementioned box and puts the orb away, placing them carefully into his backpack.
| Cеlif |
Celif follows Thorgrim and thoughtfully studies the statue from just outside the room's doorway.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"Hmm... well it's definitely imposing! Let's see what it's about."
So saying, she invokes a spell of magic detection and stands quietly staring at the monument. (Cast Detect Magic, full-information duration.)
Kn:Arcana: 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16 (+8 for magic item properties)
| Gezzo Wrathforge |
I agree, Fener. Lets go look in the next door.
Gezzo trots out of the room and heads down the hall. He stops at the door and leans in to listen. Lryhla sniffs the ground at the base of the door. He reaches toward the latch.
Listen and use scent at the door. If nothing is heard or smelled, then open the door but keep outside.
Perception: 1d20 + 15 ⇒ (16) + 15 = 31
Perception/Lryhla: 1d20 + 3 ⇒ (4) + 3 = 7
Story Master
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Gezzo, Lryhla and Imowen check out the door, and do not detect any traps or anything unusual. Gezzo tries the latch and finds that the door is unlocked, so he opens it. Inside the room are partitions, with each containing a desk, a chair, and a shelf. Several skeletons are visible on the floor.
Thorgrim and Celif go down the hallway to the last door, and peer in at the room, which contains a landing and a staircase going down. A large statue stands against the north wall, and in front of it is a large pile of humanoid bones.
Celif studies the statue, using her knowledge of the arcane and a detect magic spell.
The map is updated.
| Cеlif |
"Well, it has an aura. Conjuration school. Might just be a byproduct of the way it was created, but it might be... something else."
She eyes the pile of bones in front of the statue. "So... yes, you might be right, Thorgrim. Let's go rejoin the others for now, and then we can all enter the room in force."
| Flug Managarm |
Flug follows Imowen to the next room and heads for the skeletons, kneeling down to inspect them.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
| Gezzo Wrathforge |
Gezzo stands up in his stirrups, cranes his head over the wolf's and peers into the room through the doorway. He holds up a hand across the rest of the door to try and communicate to the others to wait before entering. He speaks a quiet incantation while looking for anything dangerous.
Cast Detect Magic and Detect Evil. Move to Z24 to initially look and if nothing is seen in the first two cubicles, slowly move to AC24 and wave the others on. As soon as I see something, Gezzo stops and points to it for the other to look at.
Perception: 1d20 + 15 ⇒ (10) + 15 = 25
Lryhla's Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Survival to try to identify the bones or any tracks: 1d20 + 4 ⇒ (13) + 4 = 17
Story Master
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Story Master
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Story Master
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| Gezzo Wrathforge |
Gezzo points to the bookshelf and then examines the area intently.
There is something over here. Magical, but hard to tell what it is.
Continue to cast Detect Magic to try and pinpoint the source of the auras. Spellcraft and Arcana to identify spell types or items.
Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22
Know(Arcana): 1d20 + 8 ⇒ (4) + 8 = 12
Story Master
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After a few moments Gezzo is able to pinpoint the source of faint magical auras, which are emanating from what looks like an old lab or alchemist formula book. The steel cover of this slim journal has taken its fair share of abuse; acid scars and minor slag spots show where the journal was subjected to intense working conditions. Equations, balances, and chemical notations mark the margins of the pages — with some formulae, it is difficult to tell where the notes end and the formula begins. The journal contains the following Alchemist Formulae:
2nd — blur, delay poison, fire breath
1st — bomber’s eye, comprehend languages, cure light wounds, jump, keen senses, negate aroma, resist energy