Arisira |
"Cheers to a good salvage, mate." and Arisira toasts the gentleman at the bar. Setting down a silver, she waves another round for the man.
Once the drink comes she tips back the rest of her mug in one large gulp, slams it down on the counter, and lets out a loud burp before returning to the other pathfinders.
"I am thinking this planetarium is the best bet, but seems like we should be expecting a welcoming part."
Shen Hawaah |
Shen does not smile but nods.
”The people in this town are super unfriendly! Nobody really talked to me at all! Of course then I didn’t want to talk to them either! I am surprised you learnt so much!“ she says and rolls her eyes.
She then looks at the sea.
”But I agree with you! Let us go and be prepared to fight!“
GM Eddv |
Ok so you gather yourselves into that boats. You have an idea of where the University - and thus the planetarium is but to get there, well you either need to go clean across some of the most treacherous waters around or you need to circle around through Old Hyrantam's ruins.
Vera Darkone |
She asks around about the StormReaders.
Gather Information: 1d20 + 7 ⇒ (13) + 7 = 20
"I am a sailor by trade, but without help from another I'm not sure we'll do well in the waters. Let's go through the ruins." Vera agrees with Valin. "I don't want anyone sinking on my watch."
GM Eddv |
Vera encounters a superstitious old fisherman who exclaims to her You'd best be careful traipsing around those ruins. In addition the weather and the wildlife there's this woman made of pure white who claims to be the defender of these waters and threatens any dare to take from her ocean. Has a bunch of pet water elementals she does.
With that rumor in tow the group takes off on their boat.
The early going it is taking you the long way around. Early on you are fortunate enough to find a museum that is currently showing an exhibit on the planets and it happens to be blocking your path anyway so you go inside. The place is ruined but it matches your dreams closely - Shen in particular feels a strong sense of deja vu as you float on by.
There are directions given to the planetarium - far more precise than you had been able to gather before which makes your job easier - you will no longer have to search every notable building hoping its your planetarium.
But reading the map and not getting lost in this city are other matters.
Can I please get a Survival check.
Mak'da |
Mak'da takes the lead in keeping the group on track. Every so often she takes to the air to get her bearings and regulary consults her watfinder to make sure they are heading in the righht direction.
Take 10 on survival for 28, 30 to avoid getting lot
Arisira |
Arisira looks over Mak'da's shoulder as the half-elf orients the map to the surrounding ruins. Getting a feel for what the next landmark might be, she heads to the front of the boat and calls back to Mak'da. "That stone archway is coming up here on the port side!"
Survival, Aid: 1d20 + 0 ⇒ (16) + 0 = 16
GM Eddv |
You manage to find your way in towards the planetarium.
Getting there you end up having to go past the university, including the university library.
Approaching the belly of the university however, Mak'da realizes this area is heavily trafficked. The group has a choice of how to approach, directly or to go around through the library.
Mak'da |
Mak'da nods, I agree, lets keep a low profile for as long as we can
Arisira |
"I can scout ahead and see what we find. Give me some time, and I'll be back. Sound good?"
Assuming the others are OK with that plan
After confirming the plans and direction that she should scout- Arisira pulls out some gum ararbic from a pouch on her waist, rolling it between her fingers. She takes a deep breath and *poof*, vanishes from sight. Invisibility, 6 mins
She heads off along the intended path of travel, looking for hazards, guards, or anything else that may waylay the group.
Stealth: 1d20 + 13 ⇒ (8) + 13 = 21 + Stealth
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
GM Eddv |
Arisira leads the way peaking her way into the old university library on the way to the planetarium.
Much like the rest of the buildings in the university, only the top floor is above water, but if your map is right, if you come back out the bottom floor you'll be right next to the planterium.
A marble platform juts out from the side of a triangular building, its roof decorated with several bronze spikes. The surrounding waters nearly swamp the balcony, allowing waves to splash onto the deck before draining out between the railings. Decrepit telescopes stand along the railing, their broken lenses staring blindly out over the drowned city. A stone door provides entry into the tower’s top level. But once you peer insider, interior of the library is remarkably DRY.
And the books and things look practically untouched despite the overwhelming moisture in the air.
This floor appears to mostly be on the subject of the various natural and physical sciences and tables covered in various star charts and orreries.
Mak'da |
Mak'da whispers a simple detect magic spell, expecting to see some sort of preservative dweomer.
GM Eddv |
There is a TON of magic coming from the walls and windows of this place.
With your spellcraft, you can take 10 to find that the windows are all reinforced with walls of force and that the books are all marked with arcane marks as a sort of library organizational system.
There seems to be something non-magical coating everything in here as well.
Mak'da |
Mak'da points out the various magical and nonmagical items of interest. Anyone know what this coating stuff is?
Arisira |
Arisra presses forward until her invisibility dissipates, before sneaking her way back to the other pathfinders. She dutifully recalls all of the details of her scouting to the gathered companions before offering the lead them on deeper towards their goal.
"I didn't see anything too alarming. The magic holding this place together is unlike anything that I have ever seen."
She looks at the books on the shelves longingly, before tearing her eyes away.
"Just imagine the untold stories in those tomes..." she says to no one in particular.
Vera Darkone |
Vera gives Shen a look. I know you want to get your hands on all this information, but we have a mission. We need to keep moving." She continues to follow through the ruins of the city.
Mak'da |
Agreed says Mak'da as she takes the lead again in navigating the city. Maybe we can come back once things are calmer.
GM Eddv |
The party descends another floor which seems to be housing a different selection of books.
Rows of bookshelves fill this room, labeled according to the methods of fortune-telling described in the books they hold.
Two wingback chairs with night-blue upholstery flank a wooden table with a green felt top. The glass walls offer an aquarium like view of the water beneath the storm-churned waves.
Arisira |
stealth: 1d20 + 13 ⇒ (7) + 13 = 20
Arisira creeps into the room, flanking out to the left- with her bow held up. She makes eye contact with the others before pressing on further into the room.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Vera Darkone |
Vera looks at the view outside the windows in amazement. I've never seen anything like this. Imagine sitting there reading and looking out at the water. She gives Arisira slight nod and lets the halfling continue on.
GM Eddv |
Sneaking through the room, Arisira spots a trio of guardians hidden amongst the books.
But after a long moment finds they are not moving and that there is a staircase to a third, ground level, floor.
GM Eddv |
Sneaking through the room, Arisira spots a trio of guardians hidden amongst the books.
The books themselves seem to largely be regarding the local area - including gazetteers, maps, etc.
But after a long moment finds they are not moving and that there is a staircase to a third, ground level, floor.
Mak'da |
Mak'da follows Arisira into the room, floating openly to draw out anything that might remain here. Assumong nothing jumps her she heads over to examine the bodies of the unmoving guardians to work out what they might be or how they died?
Heal: 1d20 + 9 ⇒ (7) + 9 = 16
GM Eddv |
The guardians appear to be perfectly functional, they just aren't moving.
They are not living however, but constructed.
Vera Darkone |
Vera moves to the window and looks out to the water to see if there's anything moving about out there.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Mak'da |
Mak'da mutters a simple detect magic spell and examines the room and the guardians. Shen, you know more about this sort of stuff than most of the rest of us. Do you have any idea what these things are?
Arisira |
Arisira lowers her bow, and steps beside Mak'da. She leans over and peers at the immobile constructs that appear to be "guarding" the library.
Arisira will use her Loremaster to take a 20 on the guardians. Here bonus for all knowledge rolls is +8, so the result is a 28.
GM Eddv |
Arisira knows that these are clockwork guardians. They are generally set to guard a room based on a specific trigger. Either you havent met the trigger yet or theyre disabled somehow.
She also knows that theyre vulnerable to electricity.
Mak'da |
I think so says Mak'da. Lets hope these constructs rremain inert
Valin Halcyon |
If we're too injured we can just not stop on the easy back. Safe guess that they're hear to protect the items on the shelves.
Arisira |
With that "roll", do I have any inclination about what would trigger them, or if they are active vs broken?
"I would rather not face a creature like this, should I be given the choice. I shall withhold my desire to search this space- though, I cannot promise that for much longer! Best be moving before I reconsider or lose out to my baser impusles!
Vera Darkone |
"Let's get moving. Don't touch any of the books just in case." Vera waves for Valin to go first, and she'll follow right behind. "Just in case the constructs are triggered."
GM Eddv |
Theyre active, but short of a rogue's trapfinding perception you can't find the trigger no
Choosing to avoid touching anything, quickly before Valin and Arisira's baser desires to just loot all the books takes over you make it to the bottom floor.
You see a pair of large stone doors and huge windows which show other ruins - including the still mostly in tact ruins of the planetarium next door down.
There is a large writing desk with a big seal above it and shelves crammed with books - these ones labeled for various moments in history.
As descend you notice books are left open and strewn about and left all over until you see their owner - a long blue serpent with a humanoid face. Sssscavengers. Why have you come to disturb me and my collection? Are you hear to rob me of my beautiful and wonderful collection on the History of Hyrantum?
She coils and strikes an aggressive pose - it seems as though you might need to pick your words carefully.
Mak'da |
Mak'da floats forward a little, directing T'Kemba to hang back to prevent appearing to hostile.
No, we are not here to rob you. We are explorers, scholars and archaeologists. We were drawn to this place by strange dreams and greatly desire to learn more about it. Might we ask your name?
I assume Arisira will make the main diplomacy check so this is an assist which I automatically succeed at
GM Eddv |
I am Ryssina....these waters have been my peoples ancestral home for ages, but I had not stumbled upon this magnificent trove until those blasted wild animals started being whipped into a frenzy by the changes in the currents. This chamber is now mine and my family's and the history of this Hyrantum is MINE and mine alone. But I suppose if you are merely historians looking to BROWSE my collection that might be acceptable...but you're awfully well armed to be scholars.... The giant snake woman hisses cautious and skeptical.
Vera Darkone |
"Wise one. We don't want to rob you. This place is amazing, and should be honored as you are so clearly doing."
Diplomacy Aid: 1d20 + 7 ⇒ (16) + 7 = 23
Mak'da |
Well, as you say, the local animals in the area are all whipped up and these sorts of places sometimes have dangerous monsters lurking about, undead guardians, constructs, mindless things that have no appreciation of art, histroy or knowledge but which jealously guard it from honest, reliable archaeologists. We would greatly appreciate the chance to browse and learn more about the city.
Mak'da looks around the collection appreciatively. Do you have any idea what has stirred up the currents or why? Perhaps that is something we could help you deal with?
Arisira |
Sorry friends. This has been a killer week...
"Ryssina, you say. Pleasure to make your acquaintance. While I have much interest in the history and culture of this place- I would not say that we have come to relieve you of it. Nor are we simple scavengers looking for a quick payout. No- we have come to find a missing person. Have others ventured through this library? We believe this is a matter of great importance- with the incoming storms and other violent changes that you have no doubt witnessed as well."
Diplomacy, assist x2: 1d20 + 17 + 4 ⇒ (20) + 17 + 4 = 41
GM Eddv |
Others? Not lately - though there's that big hullabaloo next door with the skum. They kidnap folk to procreate. If you're looking for a missing person just go right out that door and you'll get there, I'll not stop you.
She hums and considers And very well, young scholars. You may peruse. But no dog-ears. and Put things back where you find them
Mak'da |
Mak'ds nods, You are very generous. Perhaps we should pursue our missing friend, especially if they may have been kidnapped by skum! Might we come back later and visit you, perhaps we could share knowledge with one another and swop stories?