Hassam al-Rashid
|
will: 1d20 + 6 ⇒ (2) + 6 = 8
Hassam stumbles back as well, not entirely sure what happened.
Cirri Merryweather
|
Fort Save: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9
Will Save: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
Noice!
Riddywhipple's Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8
Riddywhipple's Will Save: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
"Eeeee!" Cirri shrieks. "Wh-what was that all about?" Riddywhipple isn't sure, either. "Cirri, hand me your scroll, the one marked Heroism. You'll need to do the fighting for the rest of us."
Cirri nods and does as she's told.
UMD, DC 23: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
And feels mostly better, at least in the short term. "Is there a door less scary than that? Buried alive is not my style."
GM Erich
|
I will need a fortitude save from Riddy as he uses the scroll. negative levels: 1d2 ⇒ 1
Negative levels so far...Cirri/2, Hassam/1, Ruprecht/1, Riddy/1 or 2 depending on save
As Riddy reads the scroll, his mind convulses. It is plainly evident that any casting of magic due to the "disease" most of you have been inflicted with will lead to harmful effects.
Marouf sees your obvious pain and discord. "I do not understand, it was such a pleasant memory for me, toiling under the warm sun, pleasing my masters...
He moves to another door and answers Cirri. "Ah this one, the grand feast. Surely nothing could go wrong here."
1d20 ⇒ 201d20 ⇒ 31d20 ⇒ 101d20 ⇒ 8
| Cirri's Familiar |
Riddywhipple's Fort Save: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13
"Ugh. I'll try to look cute on top of your shoulder, Cirri. Everything here feels like a trap."
Ruprecht Antillious
|
Sense Motive 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Ru tries to figure out if Marouf was telling the truth, or was trying to lead them into danger.
| Cirri's Familiar |
"Marouf, are you alright? This place is... very dangerous, and once belonged to a powerful necromancer. We may be viewing the final moments of some of her victims."
Diplomacy: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
"I know how it feels to work for someone day in, day out, when they don't even recognize your efforts." Riddywhipple giggles. "So do try to remember whether this memory is safe or not. My memories are intact, but I can feel my essence drained away with each terrible experience."
Cirri Merryweather
|
Diplomacy(Aid): 1d20 + 2 ⇒ (20) + 2 = 22
"Um... yeah." Cirri pipes in. "We were hoping to learn about how the crystals could be used to hold back the plague, so if you know which room that is in it would be fabulous!"
Then she remembers to renew her Ward on Ruprecht. +3 Resistance Bonus to Saves (also +3 Deflection to AC, but I think the saving throws are more important right now)
GM Erich
|
"The feast memory is where you find the answers you seek then!" Marouf moves as if to open the door for you.
Anyone entering?
1d20 ⇒ 191d20 ⇒ 21d20 ⇒ 19
Cirri Merryweather
|
"Okay, if you say so. Riddy, wait here." Cirri moves into the door. Her old ship captain always said curiosity would be her downfall...
Ruprecht Antillious
|
Ru also will give the room one more try. He moves forward with the others.
GM Erich
|
You enter the dreamlike state again, this time seeing through the eyes of someone attending a lavish feast with dozens of other Garundi natives. Suddenly, fearsome demonic creatures emerge from the doors, windows, and thin air and begin tearing apart the feasters, turning the event into a macabre banquet of their own.
One of the demonic creatures turns directly towards you and pounces. You attempt to dodge and the memory fades again.
DC 22 Reflex save from each of the three of you to avoid a negative level. If you fail, it is then a DC 20 will save to even realize that it harmed you.
Just at the creature strikes, you are expelled from this dream-like state and land on your knees just outside the door you entered.
Marouf wrings his hands in anticipation. "The feast was to your liking, my friends?"
Cirri Merryweather
|
Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
Will: 1d20 + 7 ⇒ (10) + 7 = 17
Cirri bolts right out. "Marouf. I like you a lot. But...man I don't feel so good. A monster just broke in and tore into me. I'm happy Riddywhipple didn't go with me."
Ruprecht, remember you have my Ward on.
"I... think we should get out of here, we're not finding anything useful and I'm not in the mood for 7 more of these doors."
Hassam al-Rashid
|
reflex: 1d20 + 6 ⇒ (3) + 6 = 9
will: 1d20 + 6 ⇒ (18) + 6 = 24
Hassam stumbles out of the hut, a bit worse for wear.
"Cirri, you're not just imagining it, these memories are draining us, we've got to try something different."
Ruprecht Antillious
|
Reflex 1d20 + 15 - 1 ⇒ (20) + 15 - 1 = 34
Will 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21
”Something in this room is trying to leech our power. I say we leave immediately!”
GM Erich
|
Sensing the mood changing drastically, Marouf rushes to another door. "Wait, wait... you can't leave yet. You haven't even seen the lady herself. She will listen to you. Please, just one more memory. Her grand palace. The rest of the memories are useless, I wouldn't waste your time with them. But this one, the palace, here you can plead your case. It will all be for naught if you ignore the palace."
Hassam al-Rashid
|
Hassam grins as an idea floats to his head "Yes of course, let us take care of all business throughly".
Hassam nods his head towards the creature as he speaks the final word.
DC 15 bluff to pass secret message: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
so Sense Motive DC 30 to intercept
Ruprecht Antillious
|
Sense Motive 1d20 ⇒ 6
Ru has no idea what Hassam is trying to tell him.
Cirri Merryweather
|
Ruprecht, Hassam passed the message successfully, so we know what he's saying. Marouf needs to make the Sense Motive check to intercept it.
"We could just leave though." Cirri clutches her staff. "So who is the lady? Does she have a name?"
Sense Motive: 1d20 + 1 - 1 ⇒ (14) + 1 - 1 = 14
Riddywhipple's Sense Motive: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Cirri tries to gague Marouf's mood, especially if the party just leaves. This is a big dead end.
Ruprecht Antillious
|
Ok, I get it.
”I say we leave as well. This person is playing games with us. We can consult the sage outside and get his advice as to what we have seen. I’m not entering another room in this memory stream.”
GM Erich
|
sense motive on the message: 1d20 ⇒ 18
Marouf drops to a knee, keeping his eyes on Hassam while addressing Cirri's query. "But I cannot speak her name. All I ask is that you visit the palace memory. I know you will find what you, and I are searching for there! After that, fine, leave. The rest of my memories are of no consequence, in fact, they may kill you."
The sense motive checks don't reveal anything
I see two of you leaning on leaving and one leaning on staying and fighting
Cirri Merryweather
|
Cirri is so conflicted. She's nearly been killed-ish twice but they may be right in front of the answer she's sought all this time.
"Okay. I'll look in there. Just me. Not Riddy. But if this is another trap, you're not gonna like me while I'm mad. Don't lie to me."
Cirri sighs and walks through the door...
Hassam al-Rashid
|
Hassam puts his hand on Cirri's shoulder "Wait. He said the first 2 were safe, but clearly they were dangerous. He now says the others are all dangerous, except for this one. Even if he doesn't mean to mislead us, I'd suggest trying anything other than the one he wants."
Cirri Merryweather
|
"Hmmm. You may have a point. I can test that out." Cirri stops herself from entering the Lady's door and tries one of the other doors, pretty much at random.
Ruprecht Antillious
|
Ru holds back, waiting on the others to check a room. He wasn’t going into another one without some major convincing.
GM Erich
|
Curious beyond her years, Cirri steps past the door Marouf offers, and rushes to the next door in line.
"No! Don't go in there! You may not return!" Marouf screams as her image disappears into a doorway just beyond. Nervously, he turns to face Hassam and Ruprecht. "Don't say I didn't warn her. Perhaps you can talk to the lady and she will show some semblance of pity upon your poor friend." He steps back to reveal the palace door to you both once again.
Cirri Merryweather
|
Cirri pops out again.
"Huh, I'm not hurt, but...that was interesting. Remember that vial, #14, that I told you to hold?" she turns to Ruprecht. "I'm pretty sure that's some kind of plague. I saw a memory of a woman in the laboratory, and she was proud of that vial. We definitely need to get it out of here before it spreads through the riverbed if this place collapses."
She turns to Marouf. "I think you're right. We need to see this lady. Because if it's the same lady I saw, we can gain some insight on how to shut her down for good. Or maybe bash her silly before she can hurt anyone else."
Cirri prepares to enter the lady's door.
Ruprecht Antillious
|
Ru wasn’t happy, but he followed Cirri after hearing about her experience with the last memory.
GM Erich
|
"Yes, of course!! The palace visit was a grand affair, she will be in the mood to parley there." Marouf bows and allows entrance to the palace memory.
They make overtures of peace to her, addressing her by name: Aryana Tahari, the Black Moon.
One by one she goes down the line, seeming to consider their offers. As she reaches you, she laughs and denies them all wholesale, and then summons a cloud of poisonous gas that causes all the courtiers to keel over and begin coughing up blood and phlegm. Your mind races at the betrayal but your feet feel stuck in the sands as you try to retreat, slower than the cloud of onrushing death.
DC 22 Fortitude save from each of the four of you to avoid a negative level. If you fail, it is then a DC 20 will save to realize that it harmed you.
As the gasses surround you and cloud your vision, you are pulled down into the sand and land on your back just outside the door.
Marouf looks hopefully at you, wringing his hands "Negotiations went well, I presume?"
Cirri Merryweather
|
Fort Save: 1d20 + 8 ⇒ (14) + 8 = 22
Ooooo!
Riddy's Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Yeah!
Cirri manages to hold her breath, for once.
"Gah! Well, we got her nickname." Cirri shudders. "We gotta go. See ya, Marouf." Cirri starts to make her way out.
Ruprecht Antillious
|
Fort 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23
Will 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12
Ru was ready to get out of this place. The bad memories were just too strong to deal with properly.
GM Erich
|
Marouf stands up proudly. "Best wishes on seeking what you are looking for. Feel free to return anytime. I will be waiting."
The creature blends into the atmosphere as the dreamy landscape fades and you find yourself in your own bodies once again. You do feel somewhat worse for the experience.
Negative level totals...Cirri/3, Hassam/2, Ruprecht/1, Riddy/2
Hassam al-Rashid
|
Hassam refuses to go into the one ssuggested by out guide. He will leave with his fellow Pathfinders ratger than investigate other doors though.
Cirri Merryweather
|
Cirri awakens and uses her staff to balance herself. "Ugh. That didn't tell me anything about these crystals!" Cirri is slightly annoyed. "We do know she goes by the nickname The Black Moon though."
"Sickly, were you able to figure out anything about these crystals? Maybe we should take one?"
GM Erich
|
The crystals seem to be an integral part of the mindscape apparatus, and if removed, might disable the machine.
Cirri Merryweather
|
Cirri scratches her head. "I might cause more damage to this machine if I remove a crystal. Let's leave this for now."
She turns to her allies. "Which way next? I'm gonna let you guys decide because we almost got our souls sucked out when you followed me..."
Sickly
|
Sickly, jumps back, as the others finally come back around. The look of relief on his poxy face is almost comical.
He looks a little disappointed when it appears all that was learned was a nickname though.
"That's all?" He mutters.
"Maybe the archives will have more." He adds, hopefully, eager to be away from the place.
I was literally wincing ever time you guys picked a door!
Ruprecht Antillious
|
Ru led the others through the hall to the next area. He looked around to be sure it was safe.
On my phone. Could someone point me in the right direction to go and I’ll check for traps. Thanks.
Perception 1d20 + 15 + 2 + 4 - 1 ⇒ (6) + 15 + 2 + 4 - 1 = 26 +4, if for a trap.
GM Erich
|
The group moves to the east, ending up shortly in a "library" of some sorts as the corridor opens. Thousands of bones fill the shelves in the center of this chamber as if they were books. Tiny pictographs cover the surface of each bone. A closed door leads north.
"This look familiar, as well." Amenopheus says as he peers in, he shakes his head slowly as if to clear his thoughts.
Do you wish to search the archives thoroughly <perception or profession(librarian)>, or move on? It would probably take 15-20 minutes, you estimate.
Cirri Merryweather
|
Oh! A Library! Cirri is excited as she approaches the room.
Ewww, bones? Cirri frowns.
Cirri defers to the party's decision, although she would love to look through, she does know time is of the essence...
Cirri votes to take a look, but the bones may wind up throwing Negative Levels everywhere or something.
Ruprecht Antillious
|
Im sure there is something important here. I vote we give the room a search.
GM Erich
|
Perception check from those examining the bones.
Looking around carefully up and down the rows of carefully labeled bones, you find a vellum sheet in a bone scroll tube that includes hand-written notes.
Ruprecht Antillious
|
Perception 1d20 + 19 - 1 ⇒ (6) + 19 - 1 = 24
Ru reads the scroll to the group. ”Anyone ever heard of crystalline aether?”
Would a craft alchemy check do any good here?
Cirri Merryweather
|
Cirri helps with the search. Yay, knowledge! Boo bones. At least it isn't a mountain of skulls.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Riddywhipple's Perception: 1d20 + 11 ⇒ (15) + 11 = 26
"Cystalline ether? Maybe that's what is supporting the mindscape."
Loxx
|
Loxx will look around, even if he wasn't all that sure what he was looking for.
Perception: 1d20 + 13 ⇒ (4) + 13 = 17
GM Erich
|
Amenopheus steps into the room. You can tell he is actively concentrating on something. Finally, he speaks. "Crystalline aether. I myself do not recall what it is, but she did." he bows his head and breathes deeply. "Perhaps I have said too much..."
It took 5 minutes to search the library, so a total of 15 minutes have passed since you all buffed at the entrance.
Cirri Merryweather
|
"Gah, we need more clues." Cirri ponders. "We need to draw her spirit out, or whatever. There was the mindscape supported by the crystals, her nickname people called her by, and some important crystalline ether. We may need these clues to bring her out or to vanquish her. Hopefully the vanquishing part."
Cirri moves up to the door. "Let's keep going North, then. Ruprecht, do you want to search for the traps and stuff?"
You have a Ward on, Ruprecht. So that gives you a +3 deflection bonus to AC and a +3 Resistance bonus to Saving Throws.