GM Rutseg |
As the creature sees Seinto attempt to parley, he frantically points to the light pouring under the northern wall and scrubs his eyes once and again.
Seems he would like you to shut off the light, and that his eyes are painfully sensitive to it.
The less than 4 feet tall creature has pale and moist flesh, and his eyes are milky white. You can smell a foul stench of sweat and spoiled food coming from his cloths. It would seem he never cleans or changes this outermost layer.
The cloths are almost same as the burned ones found over the piano's chair.
Knoledge local DC 12 will reveal what kind of creature is that
Other than the 3 doors in the south, there are no other doors in the rest of the walls, just a library outlining the room. You can see though bright light pouring from the point in the north where the creature is pointing.
The rest of the library is in a mess, like if someone has been registering it recently looking desperately for something.
Ketill |
Sense Motive: 1d20 ⇒ 18
"Turn down the light back there, it pains this fellow"
Ketill asks the creature "Do you speak this language?"
in infernal / abbysal / draconic, khellish and orc
Assuming that does not help
"Wait a minute, I think I have something that I can use"
Ketill holds up his hand to the creature, signaling it to wait and then starts rummaging through his pack. He retrieves a book from it and starts leaving through its pages. After he has found what he is looking for he starts reading a specific page carefully and then mixes an extract and then drinks it.
He then points to the creature and touches his own ear, trying to signal that he can understand it.
Takes one minute, Comprehend Languages
GM Rutseg |
"Do you understand me? Shut off that light please. It's hurting, hurting! I need to find the notes. That doll killed my friend! You came from there, is she still there? Shut off the light please!"
You just heard rubbish from the small creature.
Ketill |
"It seems friendly enough for now, but I also thought that regarding our fellow Pathfinders upstairs. Let's not assume anything. Can someone try to dim the light back in the other room?
The creature says he is searching for notes and that the dead person there was his friend. Unfortunately I can not speak in his language but I do understand what he is saying. If you go to dim the lights then also look around for these notes."
Ketill gives a thumbs up to the creature and points to his companion who goes to turn down the lights
Sense Motive: 1d20 ⇒ 12
Orik Fistbreaker |
Orik smiles as his axe does the trick on the door. "An'tha's how wae oopen lock'd doors in my hoome lan'."
When the open door revels a smelly creature, Orik scratches his beard, but can't understand a word that creature is saying. Once Ketill begins to make contact, Orik looks for the light source in question and covers it with his shield, dimming the brightness enough so the new stranger is more comfortable.
"Carefully, wit' tha' un, Ketill! Anythin' tha' smells tha' fooul cain't bae friendly to oos." Considering his own words, Orik takes a quick sniff to check his own state of hygiene.
GM Rutseg |
When Donneld lies down in front of the light, he clearly sees the light pouring from a crack under the shelves of the wall library. Understanding that is weird and upon prior experience of libraries that hide things, the intelligent beast takes a closer look.
Perception (take 10): 10 + 4 = 14
Donneld says "There is a secret door behind the library master Norman."
Bolger registers the room in search for notes. There is plenty of them, so he has no idea what might be wanted.
His attention is taken though by two scrolls which are easily identified by the casters in the group as a scroll of comprehend languages and a scroll of darkvision.
After looking for the notes, Bolger approaches the northern wall and easily corroborates Donneld deduction.
Ketill |
"I think it understands you Orik!"
Ketill points to Orik and then to the dark creature. If no reaction comes he says "Let's investigate that secret door"
Bolger Greenbottle |
"Let me have a closet look at the door. Let me search for traps."
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
-Posted with Wayfinder
GM Rutseg |
Seinto, Ketill can only understand but not talk this language.
It should be obvious for you at this point this is not a Pathfinder but a creature of the Dark Lands.
If you go back to the first posts you were told Miregold was in business with some unknown creatures of the Dark Lands to obtain the light stone. Now Miregold has stoped reporting to the Society for some weeks.
Remember also about the previous room layout, the piano scene.
Seinto |
Wops, sorry, I forgot Ketill couldn't speak the language when I posted.
I knew everything else, but I thought gathering information about the relationship between Miregold and the creatures was part of our mission.
Orik Fistbreaker |
"Hey wee fella where's Miregold? M-i-r-e-g-o-l-d!" shouts Orik in the time-honored tradition of just talking louder when someone doesn't speak the same language. He blow his breath out in frustration at the Dark Folk.
"Gae ahea' an' oopen t'wee secret door, eh? Maybe t' missin' Pathfinder's back 'ere."
GM Rutseg |
The dark creature looks angry at Orik, then covers his eyes and starts jumping in place pointing with his finger to the light. It is clear the bright light is painful to his eyes.
"Stop shouting stupid creature! My boss have Miregold. That stupid human is paying for his treason. You aren't his servants, aren't you? We killed all of them, of course you are not. You are probably looking for him because he fooled you too, isn't it? Please, switch that light and I will... help you."
GM Rutseg |
Norman or Orik, no one really knows well whom exactly, pushes the library opening the secret door to a new room. For what you see there, this should be Skeldon Miregrold's secret laboratory.
Burning, blinding light explodes from a large circular alcove in the northeast corner of the room. Within, an elaborate arrangement of mirrors, prisms, and similarly refractive materials stands carefully positioned by calipers, strings, and wires marking its precise settings. In the opposite corner dangles a three-dimensional mobile of various sized metal spheres. A complex frame surrounds the spheres. The length of the frame is etched with numbers. A broad work desk divides the two alcoves.
Seinto |
"It could be a great idea, Bolger, but the spell cannot be cast on another individual."
Seinto then moves to the secret laboratory, casts detect magic again and start searching for clues.
I'll take 20 if I have the time, rolling just in case I don't.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
And yes, I know I did nothing to shut off the lights, but I think it's better if we take a look before the creature can act without hampering.
GM Rutseg |
Once you enter the secret room, the light is so intense that Norman and Orik get blinded 1d4 ⇒ 2 rounds.
Bolger: 1d20 + 2 ⇒ (11) + 2 = 13
Ketill: 1d20 + 4 ⇒ (7) + 4 = 11
Norman: 1d20 + 2 ⇒ (6) + 2 = 8
Orik: 1d20 + 6 ⇒ (2) + 6 = 8
Seinto: 1d20 + 5 ⇒ (16) + 5 = 21
Seinto starts looking for clues very carefully. It takes him some minutes to analyse the whole room, but he easily finds the following:
The desk contains Miregrold’s personal journals. One of them lies open, revealing his latest entry, a passage concerning his growing suspicions that his former associate, a dark stalker named Zoathrias, has returned to murder him and steal his aureolyte crystal.
Perhaps I’m just paranoid, but I feel the need to recount several queer goings on that occurred over the last week.
On three separate occasions, when I returned to the excavation site, I discovered the sunrods in the device prematurely drained and the chamber bathed in thick, unnatural darkness. Initially, I’d thought there might be something wrong with the device, so I tried the same combinations upstairs on the prototype.
Nothing happened, at least nothing resembling what was going on downstairs.
Vitrios offered to stay onsite, to keep an eye on the device and see if he could track down the reason for its malfunctions. The next day, we found him unconscious, barely breathing—it seems he’d suffered some sort of vermin bite. My mistake to leave him down there alone.
I’m not sure it was accidental. I’m still waiting for the alchemist’s report, but the symptoms looked similar to the effects of Black Smear poison. Zoathrius used to use a device called a spider-biter when he‘d knock off guards. It was a quick, snapping spike-thing, which he’d coat with the same toxins he’d polish his blades with. Poxing dark folk. If I could gut ‘em all… I keep telling myself he’s never getting away from that aboleth I left him with, but if he did, I’d be the first person he’d come looking for. Me and the aureolyte. By now, he must know I gave him up for the crystal.
It has to be paranoia. There’s no way.
Still, it’ll give me an excuse to throw a killswitch on the prototype just to be sure.
Instead of the glimmer, coruscation, fulgor, taper, effulgence pattern I’m using to get the daylight effect, I’m going to switch the taper and coruscation sunrods, which should overload it, creating some seriously intense blinding light, but not enough to cause an explosion. The same patterns should also work on the main device.
-Skeldon 4709
Others contain some pretty damning evidence concerning Miregrold’s past robberies, the spoils of which he sold to fund his research, and his misuse of Pathfinder Society funds.
When Seinto inspects the journal, he uncovers a few dog-eared pages that concern dealings with dark folk and includes notes about their weaknesses.
The aureolyte in the device is shedding very bright light. The sundrods around will required Disable Device knowledge in order to be removed. The sunrods have rings of different materials around.
Continuing his careful search, Seinto finds an unlocked chest stashed beneath the venture-captain’s workbench. It contains a masterwork light crossbow, five sapphires worth 40 gp each, 10 pp, and 50 gp. Additionally, there are several alchemical items, a vial of alchemist’s fire, an acid flask, and two vials of antitoxin.
Please, find a way to record whom is picking up and using all this items. Exactly same for those you have found in previous room (piano) and others.
Ketill |
"Wait a moment folks, the creature says it will help us if we turn down the light and that his boss has Miregold and is punishing him for betrayal. Apparently the dark folk killed Miregold's coworkers for that betrayal."
Ketill browses through the books "This is interesting!" he then looks at the creature and tries to determine if it is one of the described dark folk.
"Bolger, can you remove those sunrods? But first record the order in which these sunrods are inserted, the journal says something about a main device. For our little friend, I could use my innate ability to create darkness around it, but I would like to have your consent before I do that"
Ketill takes the alchemical items
"I think we would be wise to let Orik and Seinto drink the antitoxin, that way they will have improved protection against poison."
GM Rutseg |
Ketill observes the creature, perfectly matching to the description of a Dark Creeper.
You find some additional notes over the desk relative to the device functionality. They list the following numbers and names. The numbers correlate to slot locations labeled on the device’s blueprint.
Number Name Material
1; coruscation; electrum;
2; effulgence; bronze;
3; fulgor; copper;
4; glimmer; magnetite;
5; taper; graphite;
The sunrods have rings of different materials around.
Those rings have been already consumed.
Instead there are rings inside a drawer of the desk. The rings contain writing explaining how to place them on the sunrod. The writing is in an estrange language, but Ketill can magically read them with ease.
Each ring must be placed in a specific position that correlates with a slot along the shaft of the sunrod. The positions are as follows:
Material Position
bronze V
copper III
electrum II
graphite IV
magnetite I
The metallic rings in the drawer, you can very easily identify with an Appraise or Craft (alchemy) check, and they seem to match each with one of those materials cited in the notes.
Atention: Make sure you understand there are two kind of slots, the ones in the device (arabic numerals), and the ones in the sunrods (roman numerals).
This is a bit complicated so take your time to understand the large amount of information and ask as many questions as you need to make clear in your mind how it works, and what has happened with the machine.
Bolger Greenbottle |
Bolger writes down the order and tries to remove the sunrods.
Disable Device: 1d20 + 9 ⇒ (5) + 9 = 14
-Posted with Wayfinder
GM Rutseg |
Bolger's firt attempt is hampered by the light conditions, but he then takes his time to patiently move the wires and mirrors to carefully retrieve the stone in the machine.
The retrieved mineral shines with a deep light, and by the journal descriptions it shall be the aureolite.
GM Rutseg |
As the light stops pouring into the library, the dark creeper giggles and pronounces some arcane words touching his blade.
A dense curtain of shadows starts emanating from the metal sinking everything into darkness. All sources of normal light get magically covered making the world black and white for all those with darkvision.
All of you without darkvision get suddenly hit by a wall of blackness covering your eyes. For more you open and close your eyes you see nothing.
Bolger: 1d20 + 4 ⇒ (3) + 4 = 7
Ketill: 1d20 + 5 ⇒ (11) + 5 = 16
Norman: 1d20 + 3 ⇒ (2) + 3 = 5
Orik: 1d20 + 2 ⇒ (13) + 2 = 15
Seinto: 1d20 + 0 ⇒ (13) + 0 = 13
Dark creeper: 1d20 + 3 ⇒ (1) + 3 = 4
Dark creeper noise (stealth): 1d20 + 12 ⇒ (4) + 12 = 16
Round 1:
Ketill, Orik, Seinto, Bolger, Norman, Dark Creeper
All the party is up!
Those without darkvision, remember:
You need a Perception DC 20 check to feel the presence of an enemy in a general direction at 30'. In order to pinpoint the exact location (hearing noises, touching, etc...) you need to beat a Perception DC equal to his Stealth+20 (penalties on speaking, combating and moving). This turn is DC 36.
Even pinpointing, it means he has 50% concealment. (please roll it yourself when trying to attack, less than 50% means miss)
Additionally you can only move at half your speed.
He has this advantage against you: +2 to attack and you lose the Dex to AC (which means you are vulnerable to sneak attacks).
Ketill |
"You evil little bugger!"
Ketill grabs the acid from his pouch using his tail and swiftly coats his blade with it. He then attacks the dark creeper but misses.
Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Swift action: retrieve acid, move action: coat weapon, standard action: attack (reach)
Seinto |
"Damnation! I knew we couldn't trust this creature."
Seinto moves towards the dark creeper, unsheathes the sword and strikes it.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Orik Fistbreaker |
Is Orik still blinded? I am guessing not, based on the time spent disabling the machine, but need to check. Once he can see he has darkvision.
Orik, directly next to the lying little creeper, makes an attack with his war-axe using his shield to shelter those adjacent to him from the little assassin.
"It's a lyin' wee Dark Folk! O'course it is! S'bad as tha' ligh' is, it may stoop 'im if yae cain get it back oon. Try pootin' them sunroods back in't, eh?"
Orik waraxe: 1d20 + 8 ⇒ (17) + 8 = 25
Dmg: 1d10 + 3 ⇒ (2) + 3 = 5
If blinded, you can take that into account. Orik's Saving Shield feat gives any allies adjacent to him a +2 shield bonus to AC. From what I can tell, that'd be Bolger, Seinto, and Norman (maybe Donneld too).
Norman Dragon Rider |
Norman calls, "Donneld, come here, time to mount up." The serpentine dragon positions himself next to Norman, allowing him to climb up into position to attack his enemies, if only Norman could see him. He hears Donneld say, "Leave the dark creature to me, will tell you where and when to strike."
Donneld has darkvision.
As I said Norman sat down when he was blinded, I'm gonna assume he has to remount before charging in.... or whatever Donneld says do.
GM Rutseg |
Norman, Donneld can act normaly thanks to his Darkvision
The Dark Creeper tries to sneak attack Otis but he perfectly sees him.
Dagger: 1d20 + 6 ⇒ (7) + 6 = 13
Piercing damage: 1d3 ⇒ 3
The creature steps towards the center of the room, getting cover behind the small walls between the desks.
Round 2:
Dark Creeper: took 12 damage
Ketill, Orik, Seinto, Bolger x2, Norman, Dark Creeper
Bolger has two actions, one pending from round 1
Ketill |
Ketill takes a step back and tries to get a slash in at the creeper. Once again he misses.
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Seinto |
Seinto follows the creature and attacks again.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
I think I'm entitled an AoO when the creeper moves, I roll just in case:
AoO attack: 1d20 + 5 ⇒ (5) + 5 = 10
AoO damage: 1d8 + 2 ⇒ (4) + 2 = 6
Also, I think the creeper can make an AoO to me when I move close to it.
GM Rutseg |
Bolger, I need also a Perception check to see if you can "hear" where the enemy is, what exact square. Even then, there is a low wall there.
Seinto, I don't have the map now, but I think the creature had cover in relation to you, so no AoO, neither he has it towards you.
Stealth (DC to perceive exact position): 1d20 + 12 + 20 - 5 ⇒ (15) + 12 + 20 - 5 = 42
You can always select a random square where to attack
Bolger Greenbottle |
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
-Posted with Wayfinder
Norman Dragon Rider |
"Forward, let's strike our enemy!" calls Norman from atop his dragon. Donneld moves forward and attacks using his reach, whilst Norman swings his morningstar aimlessly above his head. "Are we there yet?" he asks of Donneld.
The dragon replies, "Soon, master Norman, soon."
Donneld Bite attack 1d20 + 3 ⇒ (14) + 3 = 17 darkvision, reach
Donneld Bite damage 1d6 + 2 ⇒ (2) + 2 = 4
GM Rutseg |
Bolger focus all his attention on his ears. He gets a good sense of the direction where the creature is, although not exactly knowing were.
You choose one of 3 squares, 3 means the one where the creature is, 1 is an ally: 1d3 ⇒ 3
The little halfling fires his sling without hesitation hitting the poor creature which screams in pain.
Guided by the scream Norman pushes Donneld whom perfectly sees the creature trying to hide behind the desk's wall. The eidolon bites surely into the Dark Creepers skin, teeth penetrating the body easily, which falls unconscious to the floor.
The darkness aura still pours from the creatures blade, but the combat is over. In his body you find a dagger and black poison for two uses. He is still breathing.
COMBAT IS OVER
What do you do with him and What do you do next?
Ketill |
Ketill sighs as he stands over the dark creeper "So much for trust, avert your eyes" as he trusts down his naginata, eyes closed to prevent the flash of light from blinding him.
After the deed is done Ketill almost reverently places the dark body in a corner "it did not know how to act otherwise"
He stands up and is all businesslike again "Lead the way Orik"
GM Rutseg |
I will assume the party goes along as suggested by Ketill.
I usually let players more to move at their way, but I feel extra pushes assuming more actions by me are needed to let this group moving. If you rather prefer a calmer pace let me know please.
While the group collects and makes a copy of Skeldon notes, Orik, followed by Ketill go into the next room. What they find is another storeroom, this one full of excavation materials rather than recovered relics and art.
Once the others join, what the advanced pair discover is a narrow passage leading south from the musty storeroom.
Beyond, an arching, iron tripod rises from the center of the room, spanning a narrow hole in the packed dirt floor. A wooden-handled winch holds a thick chain that leads down into the darkness below.
A watery reflex can be seen approximately 20' below. The chain seems docked to a stalagmite next to a platform floating over the water.
The winch seems impossible to move at this point without freeing the chain from below. Descending the chain though will be a dangerous feat as there is no wall for supporting feet during the descend. Climb DC 15
Norman Dragon Rider |
"Donneld, are you able to take me down there so I can free that chain or can you do it on your own?" Norman asks his dragon.
"my body can twirl around the chain, without a problem, but I might lack the dexterity to unhinge the chain." the dragon says in a bored tone.
"Well if I have to go down, perhaps someone with some rope can tie and hold me , so I don't fall.... well only if its really required." the gnome says with false bravado.
I leave it to GM Rutseg, if Norman is riding down or not.
Donneld has a climb speed of 20ft, Climb check take a 10 10 + 10 = 20.
Ride check for Norman if he rides Donneld down, taking a 10. 10 + 7 = 17
GM Rutseg |
I just wanted to require that Climb check :)
Norman pushes Donneld to go down the chain. The eidolon climbs with ease while the gnome grabs strong to its back. After half a minute, the gnome is in the platform inspecting the chain end.
A makeshif platform stands between a series of limestone
stalagmites protruding from a seemingly endless subterranean lake. Only a small pool of light illuminates the platform, falling from the hole in the cavern’s ceiling above and holding back the thick darkness stretching in all directions. Three ornate ivory gondolas foat nearby, tethered to one of the planks forming the haphazard platform. A rope tied to the tallest stalagmite stretches taught into the darkness to the south.
You observe someone has disabled the rudimentary lift by securing the end of the chain to a stalagmite emerging from the water’s surface. You miss the required skill Disable Device DC 25 to repair the jammed apparatus. But if anyone did, the rest of the party could go up and down without having to climb.