| Bref |
Bref finishes removing the arm now knowing that it was an alchemical golem I am sure I can't use it
Then he examines the room for traps and locks.
Perception 1d20 + 5 ⇒ (5) + 5 = 10 +1 for traps
| Bref |
Bref also makes a point to return and pick up his dropped rolling pin. He gives it a good chew and offers it to Shadow Beastie. Shadow Beastie back! Want quick chew?
When Morsum is done he readies his blow gun and is prepared to move on, unlocking any door that is needed.
| Douglas Muir 406 |
The door out of the room (to continue onwards) is locked with a secure lock. A quick search will show that the key was on the golem, so it's not hard to get out.
Bref can make a Use Magical Device check to realize, dang, can't use this thing. Otherwise he's likely to be dragging that arm -- which is about as large as he is -- around for a while.
| Bref |
Bref will remove a small piece of it...call it an evil souvenir :) A screw would be perfect.
| Jax Naismith |
The tiefling stands up and kicks the dead machine a few times. Bloody f~$@ing golem. I swear, I'm going to f$@@ing kill Zargo one day. I'm going to cut his throat and feed him to that f+!*in' book.
| Cуровую зиму |
I will make any Knowledge roll to help Bref in his delicate transplant procedure.
As my table top game friend said - Give a Goblin some fish and he will eat for a day. Give a Goblin a plasma cannon and he will become Megoblintron.
I posted I would aid Bref yesterday if that would be of any help.
| Jax Naismith |
Ugh..well I bet I know what that rope is for now. Toothpick, care to clamber up that?
Jax looks around the room. It had no other doors, correct?
| Douglas Muir 406 |
Once again, there's a short hall, followed by a door with writing on it.
A worthy servant of our Father can fight effectively even when at a temporary disadvantage. Remember that knowledge is power. Many challenges may be burned in the fire of understanding.
The door is not locked, and will open easily.
| Bref |
Bref checks the door per 1d20 + 6 ⇒ (3) + 6 = 9 and then unlocks it DD 1d20 + 14 ⇒ (3) + 14 = 17
tee hee tee hee hee
| Douglas Muir 406 |
It's better if you just say "Bref checks for traps at +6". Then I can make the roll and tell you "nope, don't seem to be any traps" (or whatever). In FTF, it's one of those rolls I'd do behind the screen. Also, I don't think DD is something you can usually retry!
The door swings open easily.
Beyond is... darkness. Absolute and utter darkness. Even the party members with darkvision find themselves baffled.
There may be a room or a chamber in there, or a hall, or something else. It's impossible to say. It's dark.
| Dren of the Dark Tapestry |
Let Morsum take the last 9 points from a wand charge. Does he need anymore?
Edmin what do you need?
Again, we should either send in a summoned creature or "test" our way in before entering. Sounds like we may get burned entering?
Anyone have a staff we can use to poke the ground ahead of us?
| Bref |
got ya on traps. DD can be retried but if ut us a trap and you fail by more than 5, I think is the amount, it goes off
| Judge Tohram Quasangi |
Edmin - you should update your status line with your current HP.
Twice we have been burned for failing to follow advice. We have won, but at a cost each time. We are being instructed to use knowledge to overcome this puzzle, we should follow the instruction rather than charging in and getting "burned".
Judge casts Detect Magic and attempts to determine what is causing the darkness.
Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15
I increased Morsum's hp. Someone needs to use the Wand a few times for Edmin.
| Bref |
Toothpicker Smartest Goblin ever.
Bref speaks as if that solves all nodding at Judge's assertion.
| Judge Tohram Quasangi |
Tohram looks down at Bref, a sign of enlightenment in his eyes.
I can normally see perfectly well with or without the light of torches. But not in this magical darkness, I wonder if this puzzle of darkness can be "burned" away. Toothpick, would you like the honor of lighting a torch to see if the this is the burning knowledge of which the clue hints?
| Jax Naismith |
If nothing seems to happen from lighting a torch, Jax is going to take out a piece of paper and charcoal and cover it in knowledge of arcane magic 1d20 + 7 ⇒ (10) + 7 = 17 (Know: Arcane roll). He'll then attempt to light that piece of paper on fire and throw it in. Quite literally the light of burning knowledge.
| Cуровую зиму |
No torch but Cуровую offers a long staff or tinder box if anyone is interested.
Casts Detec Magic
Then attempts to discern the cause of the darkness
Knowledge Arcana 1d20 + 8 ⇒ (12) + 8 = 20
Spellcraft 1d20 + 11 ⇒ (10) + 11 = 21
Maybe it's Dren's father.
| Bref |
Witchy Witch make bright light and we go in. Shadow Beastie cover eyes!
| Bref |
I see. Well bref will borrow someones flint
Bref lights up a torch and throws it towards the direction of the darkness generator.
| Dren of the Dark Tapestry |
Cast cure lights wounds from Wand 1d8 + 1 ⇒ (3) + 1 = 4
Cast cure lights wounds from Wand 1d8 + 1 ⇒ (7) + 1 = 8
Cast cure lights wounds from Wand 1d8 + 1 ⇒ (2) + 1 = 3
Cast cure lights wounds from Wand 1d8 + 1 ⇒ (5) + 1 = 6
That should make you feel better Edmin!
Interesting...darkness we can not see in. I wouldn't be surprised if something nasty is waiting for us like a trap.
| Edmin Al'Roth |
Edmin just shakes his head and readies an alchemist fire. "Burn whatever it is, that all I can figure out".
| Cуровую зиму |
'I think we should send one of the judge's special friends then, something that does not have adverse reaction to being in darkness.'
I think we are making good time, if we try to speed our way through these tests we may wind up being a walking cliché and taking two steps back for evey one forward, just curious how long have we been in the test area? Ten minutes? A little more? So far three doors, I am guessing there are nine here.
| Dren of the Dark Tapestry |
Less than that, we have 32 charges left!
The temporary discomfort may be better than one of us falling into a spiked pit filled with hungry stirges...this must be a form of magic like Deeper Darkness.
My old master subjected me to it many times hoping I would be able to penetrate it's magical power. I feel at home in the dark, but even I can not make out anything.
Maybe the fire will destroy the source of the darkness?
| Judge Tohram Quasangi |
The rat was directed to return and lasts 2 minutes if that makes any difference.
The Judge looks at the others and simply shrugs. Well, that did little to enlighten us. Any other ideas?
There must be something in this: "A worthy servant of our Father can fight effectively even when at a temporary disadvantage. Remember that knowledge is power. Many challenges may be burned in the fire of understanding."
Now that I think of it, it appears that this is not a trap, but a test. To see how we fight at a disadvantage. In this cast in darkness.
Can any of you create light? If not, then I think that we must proceed. This is about fighting at a disadvantage. My thought would be to stay together such that none of us leaves his back unprotected. That way, if, or more likely when, we are attacked, there will be no flanking. By properly forming ranks, we can take away one of the major advantages an unseen enemy has.
| Edmin Al'Roth |
The knight fidgets with the glass orb in his hand and shakes his head. "We could tie ourselves together and leave the end of the rope out here with Grumbles. He could pull us out if needed."
| Judge Tohram Quasangi |
When the rat does not return, the Judge sighs. This is getting really tiring, but it is better than getting stabbed in the back.
I do not know whether we need to be tied together. Although it might be a good idea. So far none of the hints have been misleading. Mind you, the Dark Lord is also the lord of trickery, but it is trickery than can be discerned, like using the bugs against the golem. Not a pit hidden in a spell of darkness. Such a deadly trap would not truly test us.
Although now that you mention it, perhaps we should tie ourselves together to avoid one of use getting taken away or trapped. We could have Grumblejack hold the rear while the rest of us lead. Together we would create a nearly unflankable group and if one is attacked, 2 or more of is can retaliate with a mere step in battle.
However, before we go in, lets use our other senses to see if we can hear or smell anything that might provide insight into what waits here.
The Judge began to summon Morsum back after the rat had been gone for about a minute.
Tohram then signals everyone else to be quiet to see if something can be heard from within the room.
Perception(listening and smelling): 1d20 + 3 ⇒ (15) + 3 = 18
Quietly to the others: Remember, most likely whatever is in there cannot see us either. We have trained to move quietly as a group, perhaps we should attempt to do so now. If whatever is in here cannot see or hear us, then its advantage is mostly lost.
Seems like a good time to try the Stealth Synergy teamwork feat.
| Bref |
Bref puts away his rolling pin and takes a good long hard sniff and look, and listen.
1d20 + 5 ⇒ (3) + 5 = 8
Want goblin try to get dark maker?
| Douglas Muir 406 |
18 Perception: The darkness remains silent and impenetrable.
Tying everyone together is an interesting idea; I assume someone has rope on their character sheet. You might want to skim your equipment lists for other potentially useful items (a pole to tap for pits with, etc.). If you do this, I'll assume standard party marching order (except for Grumblejack at the back, staying outside) unless you say otherwise.
| Jax Naismith |
Did Jax's attempt to literally "burn knowledge" do anything to the darkness?
I..don't really feel comfortable just walking into darkness that we know something monstrous is inside of. If this device is magical in nature perhaps we can brainstorm a way to deactivate the thing before wandering in?
Spellcraft 1d20 + 8 ⇒ (5) + 8 = 13 to know best way to deactivate the thing?
| Dren of the Dark Tapestry |
You shouldn't fear the darkness Jax, it is the other things within it you should fear. There is probably something within with tremorsense or blindsense...or just a trap.