Terikesh blasts the lead thug off her feet with his heavy laser. The other two thugs fire their pistols at Raelis and Dr. Bradbury. Azimuth artillery laser: 1d20 + 4 ⇒ (14) + 4 = 18
Pulsecaster pistol at Raelis: 1d20 + 6 ⇒ (3) + 6 = 9
Pulsecaster pistol at Dr. Bradbury: 1d20 + 6 ⇒ (14) + 6 = 20 Bold may post
Keskodai, you could run the computers to get some targetting bonuses or restore shields, or man a gun. Obozaya fires the particle beam turret at the junkracer again. The goblin ship shudders and then begins drifting aimlessly. Light particle beam: 3d6 ⇒ (2, 2, 6) = 10
Current Status
Red Junkracer HP 22/20, 5 F, 0 P, 0 S, 5 R, Starboard weapons and sensors malfunctioning , port and rear weapons glitching, disabled
Sorry, thought I had the map linked.
Bit zaps the lead thug in the shoulder, and he grunts and returns the favor. His pulsecaster crackles and a bolt strikes Bit. Delea's shot goes wild. Pulsecaster pistol: 1d20 + 6 ⇒ (9) + 6 = 15
Bold may post
I got you. Map linked up top now as well. One of the junkracers pelts you with its flak thrower, but fails to penetrate your shields. Suddenly your sensor detect a tractor beam trying to grab hold of you, but it fails to connect. Obozaya's Damage: 3d6 ⇒ (1, 2, 2) = 5
Red Flak Thrower: 1d20 + 5 + 1 - 2 - 2 - 2 ⇒ (17) + 5 + 1 - 2 - 2 - 2 = 17
Round 3 Engineering and Helm Phases
Iseph, you're up for movement. Tractor Beam!: 1d20 + 4 ⇒ (12) + 4 = 16 Red: 1d20 + 10 ⇒ (5) + 10 = 15
Current Status
Red Junkracer HP 12/20, 5 F, 0 P, 0 S, 5 R, Starboard weapons malfunctioning, port and rear weapons glitching
The enemy has been scanned The Eoxian freighter fires its laser cannons and just grazes your shields. Light laser cannon: 1d20 + 7 ⇒ (6) + 7 = 13
Round 3 Engineering and Helm Phases
Demand, DC 19: 1d20 + 7 ⇒ (10) + 7 = 17
Undead Piloting: 1d20 + 8 ⇒ (7) + 8 = 15
Evade, DC 14: 1d20 + 8 ⇒ (6) + 8 = 14 Current Status: 47 HP, Shields 0 F, 6 P, 10 S, 10 R Endless Threnody: 18 damage
Botting slightly Obozaya blasts one of the goblins with the turret Obozaya, with computer aid: 1d20 + 7 + 2 + 2 - 2 ⇒ (10) + 7 + 2 + 2 - 2 = 19
Round 2 Engineering and Helm Phases
Blue Initiative: 1d20 + 10 ⇒ (8) + 10 = 18
Blue Evade, DC 12: 1d20 + 10 ⇒ (16) + 10 = 26
Current Status
Red Junkracer HP 16/20, 5 F, 0 P, 5 S, 5 R, Starboard weapons malfunctioning
Botting slightly Riker runs a scan on the Corpse Fleet freighter, and his station monitor pulls up a wealth of information.
Askara and S'karu work the other weapons station and fire the forward light laser cannon at the undead ship. The beam barely misses the rogue Eoxian ship. Computers, DC 12: 1d20 + 9 + 2 + 2 ⇒ (15) + 9 + 2 + 2 = 28
Round 2 Engineering and Helm Phase
Your scanners pick up increased power draw on the Threnody's weapon systems as their engineers divert power around the wounded vessel. The freighter jukes about as it approaches, trying to throw off your aim. Current Status: 47 HP, Shields 0 F/10 R/ 10 L/ 10 R Endless Threnody: 10 damage Current Range: 9 Bold have actions left this round
Divert Power, DC 14: 1d20 + 11 ⇒ (8) + 11 = 19
Undead Piloting: 1d20 + 8 ⇒ (8) + 8 = 16
Evade, DC 14: 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31
Heiliger, it actually does hit because of the tanglefoot bag. The minotaur roars in pain as Mhazruk's bomb explodes. Struggling against the resin, it leaves an opening for Heiliger's javelin to pierce its side. Bold may post
Riker, we can use that roll for next round, but as the phases go in a strict order from Engineering, Helm, Gunnery, you won't be able to fix it this round. Scanning the enemy ship wouldn't hurt as a first round action. To clarify, it'll go
The mold squirms as Daedîn's arrow strikes it, trying and failing to wriggle out of the way. Callus' bomb scorches both the mold and its host. Mold's Reflex Save, DC 15: 1d20 + 4 ⇒ (7) + 4 = 11 Bold may post
The coilgun shells impact on the nose of the Threnody and don't seem to have been affected by any shields. Current Status: 47 HP, Shields 0 F/10 R/ 10 L/ 10 R, Engines Glitching (-2 to all pilot actions) Endless Threnody: 10 damage Current Range: 15 Bold have actions left this round
The greenhouse is constructed from wrought iron and glass and resembles a cage as much as it does a garden. Forty feet tall at its highest peak, the structure is elegantly arched and smoothly curved. The gate on the western end has been bent out of shape and swings on a single hinge. The air in this room is humid and aromatic. Odors of earth and mud clash with crisp notes of sweet flowering plants. Farther in, a freshwater spring burbles quietly. Perception, DC 10:
A decomposing body is lying just off the path. The plants inside the greenhouse are disturbing, turning to track your movements with large pale leaves. You see a jar of liquid lying in the middle of the path. Nearby, a gardener covered in green fuzz is standing by the pond. He slowly turns to face you as you approach and groans. The mold on his back bunches up as a small spore pod fires at Daedîn. The pod bursts and Daedîn's head swims slightly as he inhales the spores. Spore Pod: 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge (nature), DC 13:
The gardener is currently possessed by a mindslaver mold. Care would be needed to avoid injuring him while dealing with the mold. Initiative:
Callus: 1d20 + 2 ⇒ (8) + 2 = 10
Daedîn: 1d20 + 7 ⇒ (12) + 7 = 19 Hadzi: 1d20 + 5 ⇒ (11) + 5 = 16 Heraclitus: 1d20 + 6 ⇒ (7) + 6 = 13 Jazk: 1d20 + 3 ⇒ (14) + 3 = 17 Thalionwen: 1d20 + 8 ⇒ (7) + 8 = 15 Mindslaver Mold: 1d20 + 7 ⇒ (15) + 7 = 22 Bold may post
Not quite, Quig. 175×0.05 is 8.75, rounded down.
Double checked the FAQ, and you're right. Divert let's you send the shield points wherever.
Pelin's voice cackles from the book. "Sullied blood and homeless elves! And the man who was late! Very verylate, and then he was floating!" Nhorean cuts him off, [b]“Two days ago a wild-eyed man dressed like a farmer and covered in dirt rushed in here and broke open the cupboard behind the desk. He took a vial from it, and suddenly everything in the room started floating around. It was quite a sight watching him kick and spin in the air. Eventually he made his way back out, but not before he’d cursed Dr. Quolorum up and down. He kept yelling about the greenhouse and how he was going to be too late.” Finding the greenhouse requires a DC 12 Diplomacy or Knowledge (local) check to get directions, or a DC 12 Survival check to follow the muddy footprints left by the farmer who took the herbicide.
I swore I'd linked the map in my previous post, but I guess not. Gunnery Phase
Red Flak Thrower: 1d20 + 5 + 1 - 2 ⇒ (17) + 5 + 1 - 2 = 21
Green Flak Thrower: 1d20 + 5 + 1 - 2 ⇒ (8) + 5 + 1 - 2 = 12 Blue Flak Thrower: 1d20 + 5 + 1 - 2 ⇒ (18) + 5 + 1 - 2 = 22
Current Status
Quig, off the bat, Divert Power is about the only needed action for Engineering. Making a DC 18 Engineering check lets you boost the engines, computers, guns, or shields. Boosting the shields won't help at the moment, since they aren't damaged yet. so +2 speed, +2 to all Science Officer actions, or treat all 1s on damage as 2s. Obozaya, the stuff you'll need to remember is BAB+Dex, plus any bonuses from other people's actions.
Khoda and Avelbane advance on the minotaur, along with Lukas and Shef. The minotaur snorts in anger as Janira dodges its attacks. The wounded halfling tosses a sack at the beast, gumming its feet up with sticky resin. Greataxe: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Tanglefoot bag: 1d20 + 6 ⇒ (17) + 6 = 23 Bold may post
The high-pitched, unhinged voice returns. "And any useful information woukd be helpful! Hahahaha." The book's pages flick by and a new voice emerges. "Quiet Pelin. You need information, eh? What can Zame get from you? Perhaps a trade? The Luralias know many things, but not all things." Nhorean's voice returns, "Don't beat around the bush, Zame. We have been here for quite a while, and Doctor Quolorum is not the greatest conversation partner. He also has a very specific idea of what is interesting news. Tell us of the goings-on in Golarion, and we can very likely tell you something useful."
Initiative:
Bit: 1d20 + 8 ⇒ (18) + 8 = 26
Delea: 1d20 + 4 ⇒ (18) + 4 = 22 Dr. Bradbury: 1d20 + 1 ⇒ (3) + 1 = 4 Raelis: 1d20 + 1 ⇒ (16) + 1 = 17 Terikesh: 1d20 + 3 ⇒ (15) + 3 = 18 Zefram: 1d20 + 0 ⇒ (4) + 0 = 4 Red: 1d20 + 4 ⇒ (17) + 4 = 21
The thugs sneer at you and move for their pistols! Bit and Delea are a bit quicker on the draw however. Bold may post
As you turn to leave, Livewire grabs Quig's arm. "No matter what, please let me know what happened to Bago. If the old lunk’s still alive, tell him I miss my ‘Hairless Monkey.’ If you find it in your hearts after exploring that damnable false moon, please put in a good word for me with the authorities. I’m not sure I can last here for my entire term." Luwazi Elsebo contacts you once you leave. "Very good, head to Salvation's End and see what you can find." After several days in the Drift, you exit near the false moon. In the distance, a great metallic structure breaks the bleak monotony of space. Massive in size, the grandeur of this planetoid is hard to take in all at once. Before the scale of the moon sets in, a shrill song pierces through the ship’s communications system. As the first notes of the song shriek out, a trio of vessels blink on the sensor screens, followed swiftly by a warning alarm klaxon. "Jam your sensors, you be blind,
Goblin Song, DC 19: 1d20 + 5 ⇒ (18) + 5 = 23
Distance: 3d6 + 5 ⇒ (3, 1, 1) + 5 = 10
Engineering Phase
Helm Phase
Red Initiative: 1d20 + 10 ⇒ (1) + 10 = 11
Iseph's Initiative: 1d20 + 14 ⇒ (11) + 14 = 25
The Threnody flips around and fires its laser cannon. The laser slams through the forward shields and severs a power conduit leading to the engines. Flip and Burn, DC 19: 1d20 + 8 ⇒ (12) + 8 = 20
Current Status: 47 HP, Shields 0 F/10 R/ 10 L/ 10 R, Engines Glitching (-2 to all pilot actions) Current Range: 15
Daedîn nimbly maneuvers through the warped gravity and reaches the cupboard. The door is already opened and the herbicide is nowhere in sight! A large red leather-bound tome suddenly begins flapping its pages as it floats by. "Oooo, someone new! Come here so I can say hello. Or should I just slice your fingers up instead?!" A new voice issues from the tome, measured and dignified. "Silence Pelin. Greetings, stranger. I am Nhorean Luralia, famed psychic researcher. Is there something you're looking for?"
Once you finish, Uori approaches again. "I believe you may be able to make use of this, my friends." He hands over a thin wand. "Also, that tunnel you just came from does lead back to the surface, though I haven't explored it much myself." The wand is a 6th level wand of shield of faith, with 10 charges left. As you pick your way through the tunnels, you hear a familiar shouting voice. "As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu!” As you near the end of the tunnel, you see faint moonlight reflecting from the outside. The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. Out in the clearing, Janira is still locked in combat with the minotaur. Both of them are clearly the worse for wear, the minotaur's axe has a large crack in the blade and Janira is barely on her feet. Once she spots you emerge from the cave, she cries out. “You vile beast! I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!” She steps back and snaps her whip around the minotaur's axe, but isn't able to pull it from the monster's grasp. Disarm: 1d20 + 1 + 1 + 2 ⇒ (16) + 1 + 1 + 2 = 20 The stream requires a DC 15 Swim check to cross, or you can use the log bridge by moving at half speed and making a DC 7 Acrobatics check. Janira's Inspire Courage is still active, giving you the +1 to hit and damage. Initiative:
Avelbane: 1d20 + 4 ⇒ (19) + 4 = 23
Khoda: 1d20 + 2 ⇒ (15) + 2 = 17 Gribbl: 1d20 + 6 ⇒ (11) + 6 = 17 Heiliger: 1d20 + 3 ⇒ (8) + 3 = 11 Lukas: 1d20 + 2 ⇒ (16) + 2 = 18 Mhazruk: 1d20 + 3 ⇒ (6) + 3 = 9 Shef: 1d20 + 3 ⇒ (4) + 3 = 7 Janira: 1d20 + 6 ⇒ (9) + 6 = 15 Minotaur: 1d20 + 0 ⇒ (14) + 0 = 14 Bold may post
Callus mixes the cement and glues the lid down as Thalionwen marks out the hexagonal shape of Gorum's Eye. Once the symbol is complete it flares with light and the lid welds to the ground. Back at the University, Professor Quolorum listens intently to your report. "Gorum's Eye, you say? Most interesting! It welded the iron once drawn? This sounds most useful! Now then, I have discerned something of the nature of these strange phenomena we’ve seen, and I think I have just the tool that may help. In my office at the Sincomakti School of Sciences here in Rozenport you’ll find a small vial of a most potent substance that I-and by “I,” I mean “you”-will find useful later. It is an experimental magical herbicide. I planned to use it on the ivy growing over my office windows, but our current predicament may call for it instead. You’ll find the vial in a cupboard on the wall behind my desk. It glows purple, so you can’t miss it. Bring it back quickly so that we can move forward in these investigations." The gnome hands you a brass key. This marks a new chapter, so heal up, regain spells, and draw a new Harrow card if you wish. Diplomacy or Knowledge (local), DC 10:
Rising and falling upon steep sea cliffs, Rozenport’s archaic architecture possesses an almost organic pattern, with sharp steeples, flat-roofed manors, and a bubble-domed town hall. Diplomacy or Knowledge (local), DC 15:
The campus of the Sincomakti School of Sciences is hidden amid the town’s labyrinthine avenues. Diplomacy or Knowledge (local), DC 20:
The grounds of the campus, which are normally immaculate, have become unkempt and particularly weedy in the last few days. Knowledge (arcana or history), DC 12:
The Sincomakti School of Sciences was founded over 200 years ago. The professors who founded the school extolled the dual virtues of broad education and guarded ignorance, but rumors constantly swirl regarding the occult, forbidden knowledge often studied here. Knowledge (arcana or history), DC 17:
Many of the buildings on campus have powerful magical protections enspelled upon the grounds long ago at the time of the school’s founding. Doctor Quolorum's office is a single storey limestone building. There is a lock on the door, but as you get closer you see that the door is already slightly ajar. Peering inside, the contents of the room float aimlessly about as if loosed from the bounds of gravity. A large oak desk spins slowly in the center, and a matching carved oak chair floats near the ceiling. The walls are lined with low bookshelves, but the books and countless other items that once rested there drift gently in midair. Ivy-covered windows to the west and east provide only dim light.
Feeling very confident in your work on Ceren's new identity, you head out to the park for the meeting. Open to all citizens, Jatembe Park occupies a wide portion of the Eye of Absalom Station. Filled with lush trees and open grass fields, the park offers some natural terrain to the otherwise metal-clad station. Ceren’s meeting point is one such forested portion of the park, specifically a spot often ignored by citizens due to the winding path required to reach it. As you arrive, you spot Ceren waiting for you on the bridge. She glances subtly in your direction and waits for you to get closer before looking at you expectantly. "Is everything ready?" Just then, three scruffy youths emerge from the trees, shiny new pulsecasters hanging from their belts. "Oy, back off the old lady, berks. We're here to pick Granny up for tea." The other two chuckle loudly and grin. Ceren is the grey circle. MAP
Livewire slips some of the hygiene supplies into her cheeks, then hides the rest in her prion jumpsuit. “People call Salvation’s End a ‘false moon,’ but that can’t be true. I’m pretty sure that floating metal hulk is actually some kind of really old starship caught in the nearby planet’s orbit. I don’t know what happened to it, but its signature and style don’t match up to any Pact World design.” She looks around for any eavesdroppers and continues. “There’s a noticeable spire rising from the false moon’s outer hull. It’s teeming with activity. Crude painted symbols are all along structure’s exterior. Inside, a hive of space goblins flourishes in one of their misbegotten makeshift nests. The goblins sneak out to rummage for scrap metal and other junk found on the false moon’s exterior.” “Lots of ships disappeared while flying too close to Salvation’s End. Until recently, this phenomenon was kind of an urban pilot legend, but I know what it is! There’s some kind of really powerful tractor beam on that moon. It was strong enough to reel in the Archer, and I only got my whiskers out of there by crashing into the damn thing and ejecting an escape pod right before impact!” “On our first flyby, we ended up skirmishing with a few goblin junkers. After the battle, we detected a strong signal emitting from underneath the space goblin spire, and even thought our sensors could barely penetrate the tower, the source of the signal was just under the surface of Salvation’s End. There’s something down there, I swear it!”
Since Riker beat the Eoxian's Computers check, you get to choose the ships' facings. I'm assuming you want to be coming up behind them. You also note the damage suffered by the Lawblight's attack. The comms crackle to life as a lifeless voice echoes from the speakers. "Good of you to bring the skulls we needed! Prepare to face the void!" Engineering Phase
The engineers begin diverting power to the engines.
Take whatever Engineering actions you want. It sounds like Taugortavol is the Helmsman, so I'll roll Piloting for him to keep the wait down. Helm Phase
Target System, DC 19: 1d20 + 7 ⇒ (17) + 7 = 24
GM Rolls:
Travel time: 5d6 ⇒ (4, 2, 3, 4, 5) = 18
Initial separation: 3d6 + 5 ⇒ (6, 6, 2) + 5 = 19 Computers: 1d20 + 7 ⇒ (15) + 7 = 22 After 18 days of travel through the multicolored emptiness of the Drift, you have arrived at the coordinates taken from Exegara's datapad. No freighter is in evidence, and Riker starts scanning for its location. The scanners chirp as the freighter is pinpointed. The Eoxian freighter is a massive vessel made of bone and steel. The front of the ship is a single enormous red lens, appearing as a sullen, bloody eye. The ship bristles with bone protrusions, as though it were some horned, skeletal beast. Some of the bones are charred and broken, indicating past battle damage. Laser cannons protrude from the front and sides of the freighter; but its rear weapon mounts are a twisted wreck. Gaps between the bones show the ship’s interior, but this is not from battle damage—this ship was never intended to accommodate living creatures. Riker, make a Computers check with the ship's +2 bonus to see how quickly you locate the enemy. You are currently 19 hexes apart, I'll get the map updated tonight.
Ceren sighs. "Well then. In my youth I was an accomplished hacker, and broke into a number of corp databases. Sadly, age spares no one, and a degenerative disease took its toll. Now I'm dependant on some augments to keep the memory loss in check. Seems I recently had a memory lapse and reverted back to my more adventurous youth. I have the files you want right here," tapping her head. "I can't keep dodging the corps anymore, not at my age. I'll make you a deal. Fake my death and get Jubair a spot with the Starfinders, and I'll give you everything I took." Jubair and Ceren begin gathering their things and saying goodbye, and Ceren points out a photo. "This was one of my favorite places to walk, the bridge in Jatembe Park. Meet me there in six hours." There's two parts to this, faking her death, and creating the new identity. Faking Ceren's Death:
Option 1: Find a corpse and claim it's Ceren. You can give a coroner a 60 credit bribe to get a corpse and make a DC 18 Disguise or Medicine check to make it look like Ceren. Or you can make a DC 16 Computers check and edit Ceren's medical records to look like a recent corpse. You can alternatively make a DC 15 Bluff check to convince a medical examiner that you are relatives of Ceren and identify a corpse as her.
Option 2: Pay a mortician to file a fake death certificate. 100 credits will cover the needed bribe, though you'll need to make a DC 15 Intimidate check to scare the mortician enough that they don't sell you out. Option 3: File your own death certificate. Anyone with ranks in a funerary, medical, or security Profession can make a DC 12 Profession check to file the death certificate themselves. Creating A New Identity: A DC 15 Bluff, Culture, or Disguise check will create a new alias for Ceren. A DC 17 Diplomacy check will provide Ceren with allies and contacts in her new life. A successful DC 14 Profession check in any field can pull strings to get Ceren a new job, though she refuses degrading or dangerous employment. PCs with the Computers skill can attempt a DC 18 check to forge Ceren different identification papers. PCs need at least three successful checks to create a solid legal persona for Ceren.
Livewire speaks freely of her crew. "There was five of us. Borgor was big jerk, meanest captain I ever met. I only came along as a favor to Bago, his second mate and twin. We was close, and I was going to help him get away from Borgor once we got paid. Then we had Snips, a cutthroat human, and Xalak-don, a big dumb vesk." She glances at Obozaya, "No offense. Those two were planning a mutiny after the job, and that's when me and Bago was gonna sneak off. Everyone else went down to the surface, and I never saw them again. If you guys can find the Archer's logs, you'll get some confirmation on the crew if you need it." Livewire wrinkles her nose and rubs at an ear. "Now you guys need to do me a favor. This place is filthy! Only a few things have value here, soap. Towels. Deodorant, especially. Get me a bunch and I'll tell you guys what we found on the moon. And my tool belts! I left them behind when I got away. If you guys can take them to my family while I'm in the clink I'd appreciate it." Sense Motive, DC 22:
Livewire is leaving something out between Borgor and Bago. Spending 1,000 credits and 1 hour among the other prisoners and the Warden gathering hygiene supplies will give you a +10 bonus on your Diplomacy check with Livewire. Promising to retrieve her tool belt is a +5 bonus, and will stack with the +10. Once you're ready, choose one of you to make a Diplomacy check to gather info from Livewire.
Venture-Captain Arvin answers. "You got the insignias? Excellent. Any sign of our people? Meet me me at the Arm as soon as possible. And keep hold of those insignias. They have a secret data storage function, handy for smuggling info in and out of places. Might come in handy." The Arms are the docks that ring Absalom Station. Heading to the given location, Venture-Captain Arvin stands next to the entry ramp of a sleek-looking starship. He waves his hands over the side of the starship affectionately. “This is the Loreseeker, a Pegasus-class ship that’s one of the fastest and lightest in the Society’s fleet." “We know that a lost Starfinder vessel, the Unbounded Wayfarer, was discovered by undead creatures from a starship called the Endless Threnody. We’ve pulled some strings with our more reputable Eoxian contacts to get more information, but they’ve disavowed knowledge of the Endless Threnody entirely; this likely confirms our suspicions that the Endless Threnody is connected with the Corpse Fleet, a group of Eoxian separatists who refuse to work alongside the living." “We have the location of the Endless Threnody in the Drift, courtesy of that ghoul you tracked down. Its Drift engine is incapacitated, so it’s unable to escape the Drift. Take the Loreseeker into the Drift, cripple the Eoxian ship—as a Corpse Fleet vessel, they won’t be open to negotiations—and recover the location of the lost Starfinder vessel.” Culture, DC 12:
The Corpse Fleet consists of violent separatists who view living creatures as chattel and prey. They aren't known for negotiating, and their ships are often airless and festooned with spikes and open galleries. Ship stats and role summaries now in the Campaign tab.
You struggle to roll the the iron disk over to the well, and finally succeed it getting it in place just as you hear another morlock moving about below. The lid clangs into place with a reverberating echo and startles some of the sleeping morlocks below. It's obvious that the lid won't hold them back forever. Anyone searching the room:
Poking through the mound of bones, you find a leather apron, some blacksmith's tools, and a tin labeled cement. A bit further away, you find a gilt breastplate with an old heraldric crest on it. Knowledge (arcana, history, religion), DC 15: Gorum's Eye has been used as a ward against evil for centuries.
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