Maria Kuerlara
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Maria adds to her whispering with Hep, "and we say the same thing about humans, it's all a matter of perspective I expect. But anyway, onto business."
Maria will follow behind Hep if she moves into the shed.
Sylvak Geldhaar
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”So, uh, any of those tools possessed?” Sylvak asks half-jokingly as he peers into the shed. Do we have someone checking each room with a quick detect magic as part of our standard procedure?
| GM Ladile |
Unless directed otherwise I'll assume that Zithembe is doing so for the time being.
Sylvak Perc.: 1d20 + 7 ⇒ (18) + 7 = 25
Perc.: 1d20 ⇒ 16
Zithembe Perc.: 1d20 + 4 ⇒ (19) + 4 = 23
Hepsubia Perc.: 1d20 + 6 ⇒ (12) + 6 = 18
Maria Perc.: 1d20 + 4 ⇒ (11) + 4 = 15
Rumble Perc.: 1d20 + 3 ⇒ (15) + 3 = 18
Further examination of the shed fails to turn up anything of interest - no enchanted gardening tools, no possessed flower pots, and no long-lost relics of Imperial Lung Wa. With no other obvious way to proceed short of breaking through the shed's back wall, it seems prudent to move on to the next set of doors.
The large double-doors that mark the estate's main entrance are worn and covered with deep gouges in the wood that look as though they would match the paws of the poor possessed bear. After looking them over Hepsubia determines the doors to be free of traps and other hazards and Zithembe doesn't detect any magical auras coming from them either. Once everyone is ready to proceed, you swing the doors open. Light floods into what appears to have once been the estate's entry hall. A tattered rug adorns the floor of this short, forlorn room. Pieces of a broken weapon rack lie on the floor in front of a statue of a stern Tian-Shu man wearing ceremonial armor and holding a long-bladed sword above his head - the same man whose spirit you saw leave the slain body. Doors lead out of this hall to the west and east.
All is quiet.
As you peer into the room with Detect Magic, you catch an aura coming from the statue.
Zithembe of the Six Paths
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"Wait, Hepsubia," the shabti says. "There is an enchantment woven upon the statue."
He concentrates on the aura surrounding the statue.
Concentrate long enough to learn the school and strength of aura (round 2) and then attempt to identify the magic (round 3).
Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8
Sylvak Geldhaar
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At the mention of mysterious magic, Sylvak raises his sword and holds it ready to strike, should the statue suddenly lurch at them. "What kind of enchantment?" he asks.
readying an attack if the statue comes in reach
Maria Kuerlara
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Maria picks up a small stone from the courtyard, "when in doubt about a danger, throw something at it and record the results."
But, she waits to hear from Zith once she sees him using some sort of magical divination. If he provides no information and no one stops her, she whips the stone at the statue, following it with a few more just in case.
Stone: 1d20 + 4 ⇒ (4) + 4 = 8
Stone: 1d20 + 4 ⇒ (8) + 4 = 12
Stone: 1d20 + 4 ⇒ (11) + 4 = 15
Stone: 1d20 + 4 ⇒ (17) + 4 = 21
Stone: 1d20 + 4 ⇒ (14) + 4 = 18
She runs out of stones but hopefully some of them did something.
| GM Ladile |
While you're unable to determine the exact spell, you do determine that it's a single aura of evocation that radiates from the statue.
While Zithembe focuses determining the statue's enchantment, Sylvak readies his weapon and Maria takes the very sensible approach of throwing some stones to see if the statue reacts. Maria's got pretty good aim and has no trouble hitting her target but the statue endures the indignity of being pelted with rocks and does not move.
Rumble Craterkin
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"Ah sod ih!" Rumble groans as he takes the first step into the room with his hammer at the ready.
________
Sorry for my absence, schoolwork and being sick was overwhelming!
| GM Ladile |
Rumble, tired of all the tip-toeing about, finally decides to conduct a test of his own and boldly steps forward into the hall...but nothing happens.
Zithembe of the Six Paths
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"It is warded with some form of evocation," Zithembe answers Sylvak. "Likely to cause us harm, although I cannot see the exact mechanism or the trigger."
If Zithembe does some sort of divination or information gathering, feel free to open the spoiler yourselves and act/react like he relayed that information so to not slow things down.
Maria Kuerlara
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Not to let a dwarf out curious her, Maria moves forward and steps up to the statue. "Evocation you say? Maybe harm? Seems broken."
She will start looking around the room for the items they seek or anything else of value.
Search pattern path shown in Yellow if she isn't exploded by that point. She would also collect her rocks for future experiments.
| GM Ladile |
Deciding that the room itself seems safe enough, for now, Maria follows Rumble inside. She begins a circuitous path around the room, inspecting it for anything of interest. The room bears the hallmarks of having served as a bear's den for years - shattered porcelain and ruined furniture litters the floor and torn remnants of banners and flags hang on the walls, their meanings long since consigned to history. While she doesn't turn up anything that looks like an important relic, the others notice that when she moves in front of the eastern door the statue's mouth slowly twists into a snarl...
Anyone looking closely enough notices that it seems like the bear avoided the eastern door.
Sylvak Geldhaar
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survival: 1d20 + 6 ⇒ (13) + 6 = 19
"It looks like the bear used this room for a den..." Sylvak offers, "but that it stayed away from that eastern door... could be the spirit possessing it wasn't allowed for some reason? Or, maybe the statue gets a little more unruly if you try to open it?"
Zithembe of the Six Paths
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"There is an alternate entrance to the east wing. Why do we not search the west for now?" Zithembe suggests as he enters the room.
Rumble Craterkin
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Rumble nods in agreement at Zithembe's suggestion and stands in front of the door, hammer and shield in hand. Once everyone is in position, he clears his throat and inhales deeply. "CLEEEAAAHHH!" he shouts as he gives it a mighty kick, raises his shield, and steps into the room.
________
Move action to open the door, standard for total defense, and a 5ft step! I'll play dwarven trapfinding by myself if I have to :P
Maria Kuerlara
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Maria moves to the middle of the room and points a knocked arrow in the direction of the door Rumble is opening.
| GM Ladile |
Hepsubia doesn't see any traps as she also moves into the room and begins looking about but when she goes to touch the eastern door the statue raises its sword, pointing at her as its mouth opens again in another snarl...and suddenly expels a gout of fire!
Damage (Fire): 2d4 ⇒ (2, 2) = 4
Hepsubia, please make a DC 11 Reflex save to take half damage.
But it seems like she found a trap just the same! Or rather, found the trigger for it. Whoever built this place sure didn't want anyone mucking around in the eastern wing without permission. On the bright side, after the initial gout of the fire the stature returns to its inert state and doesn't seem to react any further to Hepsubia's presence.
Deciding to leave the matter of the eastern wing for the time being - especially after the fire show - Rumble stomps over to the western door and once everyone is ready, boots it open in proper dwarven fashion. The door slams back against the wall with a *BANG!*, revealing a short hallway with two more doors leading off to the north and to the south. Another statue similar to the one in the entrance hall stands next to the wall on the opposite end of the hallway.
Hepsubia Althein
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Reflex save: 1d20 + 6 ⇒ (19) + 6 = 25
The elf dodges most of the flame in an amazing display of acrobatics.
But she got burned, a little.
I knew it. THere was a trap, told you so. Now it's safe, I think.
Rumble Craterkin
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Rumble braces himself for a hail of arrows or the clash of steel against his shield, but nothing comes. I never find the winning door... Relaxing, he calls for their trapbait. "Ih's all cleah Elf! 'ny traps in 'ere?"
Zithembe of the Six Paths
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Zithembe concentrates, seeking ambient magical auras down the revealed hall.
The shabti chuckles. "If we cannot rely upon Hepsubia's eyes, then I suppose a manual test is in order," he says before heading into the hall to open the adjacent doors.
Sylvak Geldhaar
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Sylvak eyes the eastern door as his companions begin heading west. "I'm no trap expert..." he offers tentatively, "but don't those things reset sometimes? Maybe we should head that way first, before it does?"
Rumble Craterkin
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Rumble almost drops his hammer when Zithembe walks past him and into the hall. "WHA' IN THA BLAZES! Dih anyone else see tha'?! 'e looks diffurent now! Wha' happen to yah Z?"
"Now yah want tah play Dwarven Trapfindin', eh? Ih's a lotta fun, open 'er up Sylvak! Tha more tha merrier!"
________
Nice picture Z! :)
| GM Ladile |
Feeling bold, Zithembe strides forward into the hallway as he examines the two new doors and the surrounding area for magical auras. This time his magic sight doesn't turn up anything, not even on the statue at the end of the hallway. With no obvious auras to worry about he then flings open both the northern and southern doors with a flourish, kicking up copious amounts of dust and dirt as he does.
To the south, Zithembe can see what appears to be the remains of a once-opulent bedroom suite, now reduced to ruin and showing now-familiar signs of the bear's presence. What's left of the bed and bedding is heavily soiled and piled up in one corner, indicating that the bear may have used it as a den of sorts.
When he turns to look to the north, the shabti can see a small room that was likely once a study of some sort - the remains of two large, cushy chairs can be seen sitting in front of an old fireplace and shelves filled with moldering, crumbling books line the walls.
Maria Kuerlara
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Maria moves down the west hallway to peek into the side rooms while keeping her bow ready to cover the jade skinned outsider, "let's stick together at least."
Readied action to shoot anything that attacks Zith.
Sylvak Geldhaar
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Sylvak shrugs and follows along with his companions. "If the spirit of whoever lived here was in that bear," he reasons while peering into the bedroom/den, "then he might have hidden some of his favorite things in here where he slept... maybe even something our employer might be interested in?"
With that, he steps into the room and begins searching...
I don't know if anyone's in a hurry? I'll take 20 (for a 27) a couple times to search the room if I can, if not I'll just take 10 (for 17).
Rumble Craterkin
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Rumble dutifully stomps behind Maria, hammer at the ready. I bet we could pull off some fancy SWAT maneuvers with this lot...
Zithembe of the Six Paths
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Zithembe assists Sylvak in the search of the bear's den. Collecting anything of significance, he heads back to the central room to proceed onwards.
| GM Ladile |
Further exploration of the western wing of the estate, ultimately consisting of two bedrooms and the study, fails to yield anything that would be of interest to Mai Chun and so you turn your attention to the once-warded east wing. The trap that had been placed upon the statue hasn't reset as of yet, if it can even reset at all, and so this time you have no trouble proceeding beyond the door and into another short hallway that also has doors leading away to the north and south.
To the north, you discover the remnants of the estate's kitchen as well as several small rooms that were likely once servants' quarters. As with the west wing, none of these rooms yield anything of interest or value. But to the south...that is another matter entirely. Upon discerning that this door is locked but thankfully not trapped or warded, Hepsubia takes some time carefully working with the lock and eventually manages to pick it open.
Assuming Hepsubia would be willing to Take 20 to get it open.
In stark contrast to the decaying ruin of the rest of the manor, this combination of bedroom and office is almost pristine save for a thick layer of dust. One wall contains shelves bearing books and scrolls, and another wall is covered with an enormous map of central Tian Xia. On the desk lay several sheets of thick paper, their script indecipherable under ages of dust.
Sylvak Geldhaar
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With his sword at the ready, Sylvak steps into the room and looks for any sign of danger...
single move in, readied action to attack anything that might come at me (except one of my companions, obviously).
perception: 1d20 + 7 ⇒ (13) + 7 = 20
readied attack (2 hands), if needed: 1d20 + 6 ⇒ (11) + 6 = 17, for: 1d8 + 4 ⇒ (6) + 4 = 10
Maria Kuerlara
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Searching through the wrecked rooms, Maria patiently covers the others with her bow. Taking a quick look through each as they move into the next she is quite surprised they have yet to be attacked. She whispers her suspicions, "I went to an old estate like this that was packed full of mites and corrupted critters so I've been pretty high strung, but I guess maybe this one may actually be mostly abandoned... or that bear thing did its job really well."
She covers Sylvak from the hallway, readying to shoot anything she sees attacking him.
Hepsubia Althein
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So far, so good…. Could someone reminds me why we are here and what we are seeking? I Don't want to miss it.
Hepsubia looks at the big map, then at the documents
Rumble Craterkin
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"We're here fur tha art, right?" Rumble says as he peers around the corner into the room, ready to dive into the room if something becomes hostile "Maybe sumthin' will wanna fight us on tha way back!"
Zithembe of the Six Paths
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"The art and the history," Zithembe says as he moves into the room. He begins to carefully dust and pack the books and scrolls. "The map will surely be valuable to Mai Chun."
Sylvak Geldhaar
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"Let's take all the books and scrolls, and papers; that's the stuff she said she wanted," Sylvak offers, still keeping his sword at the ready.
"I can carry a fair bit if you want to start loading up my pack... does anyone have one of those syphons from the last mission, in case we haven't seen the last of that spirit?"
| GM Ladile |
Yep, sadly found/gifted gear and supplies don't carry over from scenario to scenario unless you buy stuff off of the chronicle sheet.
As the minutes pass and nothing leaps out, you all begin to relax and suspect that the bear probably did do its job quite well. Now free to focus on searching the room more thoroughly, you come across numerous things of interest:
The books on the shelves are military treatises and the scrolls are military orders detailing troop movements in the dying days of Lung Wa. While quite heavy - nearly 200 pounds in total - you're certain that these would be of historical interest to Mai Chun.
The giant map of the region that became Shokuro is highly detailed and someone with a steady hand appears to have carefully marked several remote locations in various mountain ranges. The border of the map is an intricate depiction of the Dragon Empires zodiac. Although the map looks to be delicate, it should be possible to remove it from the wall if proper care is taken.
While the books and the map are certain to be worthwhile acquisitions, the papers on the desk are more uncertain. They seem to be a series of one-sided correspondences from an adjutant of the last Lung Wa emperor to General Chiang Zhen, surely the original owner of this estate. Except...they're all written in Tien. But even if none of you have any immediate means of reading the letters, Mai Chun would certainly be able to translate them.
Other than the books, map, and papers there are a few other items scattered about the room that are likely worth some coin if not historical value. A fine calligraphy set, probably worth about 100 gold or so, sits atop the desk. Within the drawers you also discover a gold ring, worth 300 gold, as well as 50 gold in loose coins. Last of all, you notice that the naginata leaning against the desk seems to be of masterwork quality.
Hepsubia Althein
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Hepsubia is already working on her omnitool to get the finest blade possible, so she can remove the map from the wall without troubles.
She studies the junction between map and wall for a long time, as if it was a puzzling trap
Do we need a particular check for that? Dexterity?Disable Device?
Maria Kuerlara
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Maria moves into the room once no threats are discovered. Shushing her allies that are quick to pack everything up and rush out, "oh pish, I think we can take our time here to figure out exactly what we have. I don't recall being given a short deadline to return and I'd like to try to figure out a few things before we go back to our host."
She begins inspecting the military orders and the map, trying to figure out the connections. Looking annoyed at the language barrier present in the letters, she pulls out a scroll, "the vendor said this would let one of us read any written language, but it only lasts 10 minutes. Should we try to use it here or save it?"
Any research related checks available here?
Zithembe of the Six Paths
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Zithembe eyes the naginata. After a moment, he says, "Assuming that this is not important to Mai Chun, I may hold on to this until we return to Absalom."
Rumble Craterkin
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"Are yah sayin yah want me tah read? Fur ten whole minutes?!" Rumble groans as Maria pulls out the scroll. Bemoaning his fate, the dwarf collapses onto the bed and waits for the inevitable pile of paper for him to read get sorted out. Be a blacksmith, they said. You'll never have to read, they said. WELL LOOK AT ME NOW.
Zithembe of the Six Paths
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"Save the scroll, Maria," the shabti advises. "There is more here than can even begun to be understood in less than days if not longer. The scroll will prove more valuable if we encounter those who cannot speak with us."
| GM Ladile |
No checks necessary at the moment - see my upcoming post in Discussion on this topic, though!
Since there's no need to rush - Mai Chun didn't give you a deadline - you're able to take as much time as you need to pack up all of the books and papers and for Hepsubia to very carefully remove the map from the wall without damaging it. There's some discussion on using the scroll that Maria had purchased in order to read the letters you found but ultimately you decide to wait and save it for a rainy day. Perhaps if Mai Chun is unable to read and translate the papers herself you can make use of it but for now it seems prudent to hold on to it.
With the ruins of the estate explored and the threat of the bear resolved there's little else to be done but make the return trip to Ashima with your findings. By the time you find yourselves walking up to Mai Chun's house once more the hour is twilight, the sun almost completely out of sight below the horizon. As if expecting you - or perhaps she simply heard your approaching footsteps - the screen door bangs open as Mai Chun rushes out to greet you.
"You've returned! And not empty-handed, I see," she remarks, gesturing to your heavy packs. "Quickly, come in, come in! I want to hear everything - don't spare the details," she beams, gesturing for everyone to enter.
Sylvak Geldhaar
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"Well, we killed a possessed bear, searched a dusty manor, and found a bunch of books and scrolls, and a map," Sylvak reports as he pulls off his boots and heads inside. "Me and Rumble have got our packs full of books, I think Hep's still got the map... oh, and Zee's got the polearm we found."
Rumble Craterkin
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"AN' THA WORS' PART WAH THAT AYE DINAE EVEN GEH AH CHANCE TA SWING MA SLEDGE!" Rumble adds to Sylvak's succinct summary. "Wors' expedition evah..." he grumbles as he takes a seat to unstrap his boots before entering the house, while the rest of his companions add their comments to the excursion.
________
Sylvak, AFAIK Rumble is the only one who can use the comprehend languages scroll and it is range personal, hence his sadness.
Zithembe of the Six Paths
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"As though I am not helping to carrying my share of the library," Zithembe scoffs in a good-natured manner. Once inside and able to begin unloading, he says, "The spirit possessing the bear resembled a warrior." He describes to their patron the spirit and also the statue within the manor.