S-P37 'Spectre'
|
Spectre shuffles along after the group, his weapon held facing the sky.
"I will withhold fire until fired upon," he says.
Do we have a way to talk to them?
Jelico Kent
|
I think we might still be under the effects of the spell that the chief cast on us earlier.
"These don't seem to belong to either of the factions we saw fighting before. Arc, tell them we mean no harm."
Culture: 1d20 + 10 ⇒ (11) + 10 = 21
While Arc does the talking, Jellico looks around the area. Those are some strange pictures. Where are we?
Arcalinte Soter
|
Arcalinte facepalms and makes a disgusted noise at Isu's words.
"One, we DID get translation assistance, Isu. Tzayl's spell is still in effect, and it allows us to understand the kish...and for them to understand us. Two, show some situational awareness and some respect. Calling the kish 'primitive' is unbelievably patronizing!"
He walks to the front and opens his arms again to display he means no harm.
"Peace! We cloudwalkers wish no harm to you or the kish people. And I apologize for my friend's rude words. He is a warrior to a fault, but he means well."
Diplomacy: 1d20 + 1d6 + 13 ⇒ (12) + (4) + 13 = 29
| GM Cellion |
The two kish stare unblinking at Arcalinte before one of them says "Like they said, you come speaking our language, but you are not kish. Disgusting." The other, slightly more cordial kish offers "You seem earnest, but those cloudwalkers who came before did as well - before they killed many of our people and defiled our Temple. You are not welcome here cloudwalkers. This place is sacred to us. A place of healing. Your presence here will only bring us more pain."
They continue to be on edge, but Arc's diplomatic attitude has earned you an opportunity to talk, for now.
Arcalinte Soter
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"Please understand, the cloudwalkers you speak of are enemies to us as well. Our only regret is we could not get here before they did and prevent the harm they caused your people. We will do our best to ease whatever pain we can. We are here because we wish to honor your people and your ancestors, that they may enlighten us as they enlighten you, so together we may take back the Temple and make the defilers pay."
He pauses.
"But if words are not enough, we are prepared to offer deeds instead. Name a test to earn your trust and we will prove our sincerity."
Isu Greelax Zyte
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Isu nods happily at that. "Yes, Arcalinte Soter is right. Point this one at a monster to kill and this one will happily do it, and record the results in Sarenrae's book."
S-P37 'Spectre'
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Spectre adds one thing. "Even if you do not allow us to enter, let us know what they have taken. We will do our best to retrieve it for you."
For compensation, of course.
Jelico Kent
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Jellico agrees with the others. "Please believe us: pain is the last thing we're here for. In fact, we might be able to help alleviate some of that pain. If you help us, you'll be aiding in the capture of those who came before us and hurt you. Justice won't bring your people back, but it might go a long way toward helping those of you who are left to recover."
Diplomacy aid: 1d20 + 7 ⇒ (13) + 7 = 20
| GM Cellion |
The two kish share a long look, plainly uncertain, before they whisper something between themselves.
"If it is not, the next ones who come will have to contend with the remnant. Why- what do you suggest?"
"These cloudwalkers. They are armed with weapons like the other ones. Whether what they say is true or not, they might contend against the shade. If it bests them, the ancestors will have spoken. If they best it, our duty will be done."
"..."
"Our ancestors will understand, will judge."
---
The other kish traces a path along their forehead, seemingly an affirmative. They add "Respect the House of Renewal, destroying nothing not worthy of destruction. Respect the will of the ancestors, for they judge you. This is a place for healing and restoration." The kish falls silent, seemingly feeling that they have already said too much.
Isu Greelax Zyte
|
"A blight within? We shall end it and delight your ancestors to their bones! Tell us of this blight; this one shall chop it down!" says Isu, though he doesn't really expect any kind of answer that will help. He doesn't hold too much respect for these kish who talk in weird mystic mumbo-jumbo.
Jelico Kent
|
Perception: 1d20 + 16 ⇒ (17) + 16 = 33
Jellico is able to overhear their conversation but doesn't comment on what they say to one another.
He nods along with Isu's words, although he doesn't share the kasatha's enthusiasm for the situation.
S-P37 'Spectre'
|
Spectre readies his rifle.
"Killing blights is our specialty. Though the words healing and restoration do not inspire confidence in a monetary reward."
Arcalinte Soter
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"Spectre, we don't know what kind of currency the kish use, I doubt it'd be considered legal tender back in the Pact Worlds," Arcalinte comments. He turns back to the kish.
Perception: 1d20 + 15 ⇒ (17) + 15 = 32
He hears their discussion clearly, but says nothing. He could not expect them to trust him if he was not willing to trust them.
"Healing and restoration are the watchwords of Sarenrae, the goddess I worship. She would demand I treat such this place with the same respect you would, even if she is unknown here," He punctuates the statement by making the sign of the sun. "Shed light, act true, embody good, give charitably, shun intolerance, know patience, expose lies, and redeem evil," he chants.
| GM Cellion |
The two kish seem a little taken aback by Arc's recitation, but they both touch their foreheads in acceptance. One says "We will say no more about the blight. You will recognize it, for it is not subtle." The second one simply traces a forehead pattern as the two of them step to the side of the room to allow you access to the door heading further east.
The kish watch you carefully as you move, as though worried that despite your words you might turn and attack them.
Isu Greelax Zyte
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Isu leads the group forward in entering the door to the east.
Arcalinte Soter
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Arcalinte touches his own forehead in response before following after Isu.
"See, that went much better than our...first contact."
He remains alert, the glow of his armor illuminating the room.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30
Jelico Kent
|
Jellico closes his eyes and mutters a prayer to Desna. "May your servant see true, O Song of the Stars." Casting Keen Senses. Lasts 7 minutes
Jellico's eyes glow with a holy light. He draws his weapons and follows Isu.
Perception: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
| GM Cellion |
With Isu in the lead you head east to the central door leading deeper into the complex. It swings open readily, but getting through the opening proves to be a challenge for Isu's power armor. While Isu starts squeezing through (Which is possible, just awkward) Arc and Jelico head in first.
You find a hallway whose continuation eastward is buried under an incredible mass of rubble. Thankfully, doors branch off to the left and right. (Rather than hit you with a decision point, lets go ahead and do both) You open the left-side door to reveal a room that looks very much like a large supply closet. Dusty shelves holding the occasional empty box line the walls of this room. Metallic gizmos, possibly junk, sit scattered across the shelves. It appears as if very few people, kish or otherwise, have been here in quite some time.
Taking the right-side door, you find a large room that is much less dusty. The western side of this room is occupied by a tall desk built into the wall, half of which is under a large window blocked by a panel of opaque crystalline material. Ancient filing cabinets sit to the east side of the room. There are doors to the north and south, and stylized eyes are painted on the walls in a black, chalky substance.
Isu Greelax Zyte
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percep on shelves and gizmos of first room: 1d20 + 8 ⇒ (19) + 8 = 27
In the second room, Isu starts rifling through the desk and filing cabinets. "This one wonders why there are pieces business furniture in a holy place like this. This whole city is very strange; a once modern place that has fallen to ruin and occupied by technological primitives. They talk like they own the place but that obviously can not be. They are squatters."
percep on desk and filing cabinets: 1d20 + 8 ⇒ (3) + 8 = 11
Ted Under
|
"A result of halfling devastation I'm sure," Ted chuckles as his top tosses the place.
Cast detect magic on the rooms
Detect Magic
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
Jelico Kent
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Jellico walks up to Isu, as he's rifling through the cabinets. "Be careful, my friend. There might be something that could help us in there."
Jellico also looks through the files.
Perception: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
S-P37 'Spectre'
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Spectre looks to Isu, the group's wisest member.
"An astute observation--one I had not yet calculated. I assume it is correct."
When Ted mentions the halfling devastation, Spectre also agrees. "Perhaps it is not too late for you, after all. Once a plurality of our group understands the danger, we will be better able to stop the cult."
He then helps Jelico work through the filing cabinets.
perception: 1d20 + 11 ⇒ (13) + 11 = 24
Arcalinte Soter
|
Arcalinte takes a closer look at the murals to decipher their meaning.
Culture: 1d20 + 11 ⇒ (4) + 11 = 15
"Ominous...That's for certain," he says. "I don't think 'squatters' is the right word, Isu. 'Inheritors,' more likely. This place has clearly gone through a Class 0 apocalyptic scenario, possibly even a Class 2 if it's planet-wide. Given how they reference their ancestors being present in these structures, I imagine those ancestors may have literally built these places, with the kish of today descended from the survivors of whatever collapse this society experienced."
| GM Cellion |
Ted notices a prominent magical aura in the supply closet just as Isu spots something interesting buried under a pile of indecipherable mechanical gizmos. Isu fishes out a pale green crystal shard that pulses with an inner light.
It functions as a Mk2 Ability Crystal, which someone who doesn't already have a Mk2 personal upgrade can use to apply to the ability score of their choice.
Whatever might've once been on or in the desk is long gone, but inside the file cabinets you find an array of sleeves of some gossamer-like substance, holding traces of grey powder. There's no sign of any documents that survived the test of time.
Ted Under
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mysticism identify: 1d20 + 14 ⇒ (20) + 14 = 34
Ted whistles softly, "Now that's a handy gem"
Ted already has a MkII personal upgrade
Isu Greelax Zyte
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"This crystal holds great power. All of us could perhaps use it."
I think we should have a mega roll off for this awesome item, Ted excluded since it sounds like he could gain nothing from it. Sound good? Highest roll on a d100? Have to roll within 24 hours so we know you aren't waiting for the dice roller to reset? Because I am quite aware of that maneuver, :D, I GM a lot.
S-P37 'Spectre'
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I also have a mark 1 and mark 2 upgrade already, so I'll opt out.
Spectre looks at the item. "It looks incredibly valuable. I suggest we sell it and divide the credits."
Just for flavor--please take it, someone.
| GM Cellion |
While you're working out your roll off, feel free to point out how you'd like to proceed.
Jelico Kent
|
Jellico nods at Spectre's suggestion. "A gen like that would indeed bring a hefty sum if we were to sell it. However, I believe we'd spend the profits on something that wouldn't be half as helpful."
d100: 1d100 ⇒ 1
Seriously?
"Arc, I suggest we move to the north."
Isu Greelax Zyte
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d100: 1d100 ⇒ 100 the ying to Jelico's yang! lololol
Isu picks up the crystal and continues to stare deep into it. You can't see his body inside his armor, but his muscles strengthen and his body toughens.
I am going to use it on constitution!. Adds an extra +2 stamina per level right?
Arcalinte Soter
|
Seeing the crystal shine in Isu's eyes, Arcalinte can guess what's occuring.
"It seems the ancestral kith have blessed you, Isu."
He stands and walks over to the area marked with the eyes, looking ahead to see if there's anything threatening.
Perception: 1d20 + 15 ⇒ (17) + 15 = 32
| GM Cellion |
Yep, +2 SP/level and +2 Fort is you're adding CON. Also, I'm going to bump you guys forward a bit.
While Isu attunes to the crystal, Arc checks over the area with the eyes in the southern room. He doesn't come across anything more threatening than an inanimate desk and a bunch of old filing cabinets. The door heading further south also seems safe to his eyes. As a result, he gives it an open and leads the way further south.
The room you all enter is very large and for the most part intact. Two rows of lockers made from a ceramic-like material occupy the western end of this room, while the lockers that line the walls of the eastern half are covered with murals depicting sick and injured kish being bathed in a greenish light and stepping away completely healed. Other more beatific-looking kish look down from the top parts of the walls and the ceiling, giving the large room the impression of an ancient cathedral. Fresh charcoal drawings cover the door to the northeast, while the southeast corner of the room is filled with a large mass of rubble. The southern central part of the also has a mound of rubble up against the wall.
The door to the north-east is freshly covered in a charcoal depiction of a humanoid figure resembling a kish. Its face is a blur of black lines. Black arrows surround it like a cloud or aura. The style of this drawing doesn't match that of the others in the room, and its material suggests it is meant to remain here only impermanently.
If you exceed the DC by 5 or more, open the following spoiler as well.
Ted Under
|
"This place is too quiet."
Detect magic
Detect Magic
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
Jelico Kent
|
Jellico takes a moment to study the two sets of murals.
Culture 1: 1d20 + 10 ⇒ (10) + 10 = 20
Culture 2: 1d20 + 10 ⇒ (3) + 10 = 13
But, making nothing of them, he opens the western lockers and looks through them.
Perception: 1d20 + 16 ⇒ (5) + 16 = 21
S-P37 'Spectre'
|
Untrained in culture--can't hit the DC
Spectre looks around, but can make nothing of the drawings or murals.
"I prefer quiet to gratuitous violence. Unless credits are involved."
perception: 1d20 + 10 ⇒ (12) + 10 = 22
Arcalinte Soter
|
Culture 1: 1d20 + 11 ⇒ (17) + 11 = 28
Culture 2: 1d20 + 11 ⇒ (9) + 11 = 20
Arcalinte points out at the ceiling.
"These seem to be representations of the Kish's ancestors, spirits watching over and judging petitioners."
Then he indicates the other markings.
"These are warnings. Not meant to last like the ancestors. Recently made, I think. It appears they're warning of two different hazards...some sort of...arrow trap maybe? And then we have what appear to some sort of hostile spirit, maybe even something like a fiendish outsider. Keep your eyes open as we proceed. We're clearly walking into danger."
| GM Cellion |
You search through the lockers one by one, but find them to have been long ago stripped bare. Ted sweeps around the room with detect magic and doesn't encounter any magical auras about.
Jelico Kent
|
Jellico motions to the fresh drawings on the north-east wall. "Those look fresh. Do you think they were made after the halflings came through here? I wonder if their addition has significance to what happened while they were plundering this place. Perhaps that's the way we should go."
Isu Greelax Zyte
|
Isu heads over to the door to the next room, ready to proceed, but he does stop at the pile of rubble. Then he looks at the pile of rubble in the central part of the room. can he determine what caused it? Is the ceiling missing here? Anything buried underneath
percep: 1d20 + 8 ⇒ (11) + 8 = 19
"This building is very unstable. Sir Ted, you may refrain from throwing explosives, this one is thinking."
If his investigations don't prove fruitful, Isu will try to squeeze through the next door.
Arcalinte Soter
|
Arcalinte looks ahead, his armor's optics allowing him to see further in the dark than he normally could.
Yay, darkvision!
Perception: 1d20 + 15 ⇒ (20) + 15 = 35
| GM Cellion |
Isu notes that the ceiling is partially caved in by rubble to the south end of the room. It doesn't look particularly stable. Although he doesn't spot anything buried underneath the rubble, in between gaps in the cement and ceramic chunks, he notices that there's a door that leads to the outside of the complex. If one were so inclined, you could spend an hour or two clearing rubble to get access to the door.
Arc looks over the eastern side of the room and spots something interesting. Along the hinge of the door leading to the north east are clusters of web-like filaments. Said filaments seem to have been woven together into a taunt mesh that would flex upon opening the door. It looks a little like some kind of primitive triggering mechanism, though what it connects to is on the other side of the door.
Ted Under
|
"Hrrmmph," Ted chuckles. "We'll find a reason to blow this place apart yet, Isu."
Engineering to disable the trap?
engineering: 1d20 + 14 ⇒ (2) + 14 = 16
S-P37 'Spectre'
|
Spectre is so concerned about Ted inadvertently setting off the trap that he is a little more reckless than he usually is. Still, he is a competent engineer.
"No, don't touch that part--that will set it off. This section could withstand cutting, though."
engineering (additional +4 added for traps): 1d20 + 21 ⇒ (1) + 21 = 22
Ted Under
|
Wow, a 1 and a 2 rolled for traps. we deserve to be incinerated.
Ted bats at spectre's metal fingers to ward off short circuiting the trap, "Get those awkward claws away from there!" Ted's top bounces between his shoulders, shuddering at each wire cut.
| GM Cellion |
Ted accidentally starts by pulling one of the fibrous threads, causing the whole array to suddenly whip tight against the door's hinge. The trap triggers! Luckily for Ted, the trap wasn't designed to injure anyone on this side of the door. Instead, you hear a dulled resounding cacophony as projectiles strike the opposite side of the door in a barrage that lasts a full five seconds. The door vibrates and shakes with the impacts, but holds.
The threads surrounding the door's hinge slacken and fall the ground. It seems the trap was a once-off.