Auriferous
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"Why?" asks Auri. "If I were making a puzzle, I'd not have the answers all the same length. And how does the forth deed fit the second diagram? Do you think the "inspired" refers to her inspiring the wounded knights?"
Numair Salmalin
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Numair pops his head back around the corner to respond to Auriferous.
"Well, 'inspired by her courage' and 'fight of the righteous' sounds to me like a band of mortally wounded knights convinced to fight on by her heartfelt words..."
He then disappears again.
Auriferous
|
With a shrug Auri adds the forth, and then goes to pull the lever.
| GM Z..D.. |
Auriferous sets the dials and pulls the lever. The final two bars retract into the walls and the door clicks open.
The walls of this large, irregular room are bare but for a goldcapped prism socketed into a niche along the south wall and radiates blue white light. In contrast, the floor is a mess of red and brown stains. A single iron door seals the room to the south, and a set of heavy double doors blocks the east exit.
Two figures notice you enter the room they look to each other and at the group. They have greatswords at the low ready, but do not move to engage.
Auriferous
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Auyri looks dubiously at the creatures, trying to sense any evil in them.
Theodore~
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Theodore waits for others to move forward.
Numair Salmalin
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Taking it as a positive sign that the creatures have yet to attack, Numair cautiously peers around Auriferous, and greets the creatures.
"Hello. My name is Numair Salmalin. I take it that you are some of this place's guardians? We are here on behalf of the most recent Crusade, and the Pathfinder Society, to recover the secrets of this place, before it is overrun by demons, and to hopefully turn them upon the fiend-spawn.
Is there any advice or help that you can offer us?"
Diplomacy 'Take 10' = 26.
I would not say no to some assists...
Theodore~
|
"Yes, we wish to protect this place from evil." *hic*
Diplomacy (Aid Another): 1d20 + 7 ⇒ (20) + 7 = 27 - Of course, ha!
| GM Z..D.. |
You could say guardians. The priest here used to summon us a year at a time. However, that was sometime ago.the creature smiles and places the tip of his sword on the ground. crusaders and demons.The history always repeat itself. The archon speaking moves forward Advice, yes, these prism are what powers the defense for the tower and the weapon the priest built.
If you are here for a noble cause, we will not stop you. It gestures to the prism. Just remove the prism and it will release the door.
Auriferous
|
Auri nods to the creature.
"You say you used to be summoned for a year at a time... I take it you have been here longer than that now?" notes Auriferous.
She slowly approaches the prisim.
"What else will happen if I remove it? Is there a reason you have not removed it yourselves?"
Doodlevain "Doodle" Montafescue
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"If the prisms power the defense of this place, why should we remove one of them? Won't that drop the defenses and make it easier for the demons to storm this place?"
Thaeos
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"There is probably a way to reverse their condition, but that will require more study. And until we can heal them, I suggest verifying their information before we act on it. For all we know, removing that prism triggers a trap."
Random d20s: 3d20 ⇒ (17, 1, 12) = 30 (For Knowledge/Spellcraft if needed)
Cast detect magic
Theodore~
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| GM Z..D.. |
Yes the defenses drop, but if you wish to purge the demon forces, you will need them for the weapon.
If you want to roll sense motive, you can, but they are not lying.
Numair Salmalin
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"You said that you were normally meant to be here for only a year, but since this tower has been abandoned for quite some time, I dare say that you have been here for substantially longer than that; why have you not been able to leave?"
Irizati Grunyar
|
Irizati perks up at that.
"Are you under contract? Do you have a copy?"
Doodlevain "Doodle" Montafescue
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"Could we explore the rest of the place before we remove the prism and open this whole area up to all the demons outside? Might be better to save this for the end..."
| GM Z..D.. |
No, no contract. The same energy shield that keeps evil out, keeps us in.
Looking down at doodle, If you do not remove this prism, you will not be able to proceed on.
A PC can recharge a prism in several ways. The prism absorbs spells with the good descriptor cast directly at it, regaining a number of charges equal to the spell’s level. When affected by a channel energy effect augmented by the Alignment Channel feat to harm evil outsiders or heal good outsiders, a prism regains a number of charges equal to the number of dice the PC would roll for the effect. Finally, a good-aligned creature can grasp a prism and concentrate as a full-round action to restore 1d4 charges, though doing so also gives the PC 1 temporary negative level for 24 hours. Prisms cannot hold more than 8 charge.
Doodlevain "Doodle" Montafescue
|
Spellcraft 1d20 + 7 ⇒ (10) + 7 = 17
Doodle couldn't figure this whole mess out with the prism. She waited for a more seasoned Pathfinder to lead the way.
Auriferous
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spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19 (aid if allowed, otherwise will try to solve it herself.
"So if we remove the prism, you will leave, and evil will be free to enter in here? What else is likely to happen as a result of us removing them?"
Thaeos
|
It's 1 AM and I just got home, so this time I'm going to ask people to open the spoiler instead of rewriting it in Thaeos' words.
Knowledge (planes): 1d20 + 21 ⇒ (8) + 21 = 29
Knowledge (religion): 1d20 + 20 ⇒ (11) + 20 = 31
Spellcraft: 1d20 + 17 ⇒ (18) + 17 = 35
Numair Salmalin
|
Numair's eyes light up.
"Ah, well then, if it is simply a matter of the shields..."
He then pulls put his Wayfinder.
"This let us in, by creating a gap; perhaps it could let you out?"
| GM Z..D.. |
@ Thaeos, no, I copy pasted strait from the scenario, that is how it was worded in the scenario.
Looking at Numair, We would be grateful, if you would press it to the wall and see if it causes a disturbance enough for us to go home.
| GM Z..D.. |
Thank you He looks to his fellow guardian,and both of them vanish from the room.
Irizati Grunyar
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"They might have made good Pathfinders."
Auriferous
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With the celestial guardians gone, Auri advances into the room. She checks around for the presence of magic and evil as she slowly approaches the other door.
"Let us hope they may be healed upon their return to the celestial realms"
Numair Salmalin
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No problem, Thaeos!
Numair sucks his teeth thoughtfully, as he regards the prisms suspiciously.
"Are they fully charged? If they aren't, we may want to work out a way to do that, so that we can fully power whatever we find inside..."
I.e. A question for the GM - how many charges does each of the two prisms we have encountered thus far, have?
| GM Z..D.. |
They both have 4 each. No one has claimed, that I am aware, that they removed either.
Assuming some one removes both prisms, since that is how you unseal the door. Moving you onto the next door.
Two long countertops and a workbench occupy this workshop. The work surfaces are covered with religious symbols, quills, broken glass, and small metal components as well as with dusty alchemical supplies that have not seen use in years. A niche in the southeast wall holds a gold capped prism that glows with blue-white light. Doors lead to the north, south, and east, and a heavier iron door stands in the room’s northwest corner.
Several items of particular value lie scattered about this room under a thick coat of dust.
The sacred prism here holds four charges.
Theodore~
|
"I'm uneasy that they escaped. I hope that they leave the Worldwound so they can stop having evil in them!"
Theodore lets those more studied examine the items.
Numair Salmalin
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I can't fail those Perception checks.
Numair sniffs the potions.
"Ah! The faintest whiff of honeysuckle, and the piquant aroma of troll blood. This one is a Potion of Cure Moderate Wounds. On the other hand, the other two smell like aloe vera, combined with a hint of sea breeze. They are Potions of Resist Energy (Fire)."
As the person with the lowest hit point total here, I would not mind drinking one of those, if no-one objects...
He then turns to regard the three prisms thoughtfully.
"I can fully-charge two of them," he says, pulling out a Wand of Protection From Evil. "Does anyone have a way to charge the third one?", he says, moving to collect it from the wall.
As far as directions go next, how about North?
Doodlevain "Doodle" Montafescue
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"I can cast Protection from Evil several times today. That should charge the other one, depending on how much it will store..."
| GM Z..D.. |
Fully charged is 8. The three of them were all at 4. Divide the charges as you want.
Numair Salmalin
|
Numair shrugs.
"Well, Thaeos reckons they can hold 8 charges each; all of the ones we have found thus far each has 4 charges. As I said, I can fill-up two of them, which will leave me with two charges on the wand (which I would like to keep for emergencies). So, you would need four more castings to fill up the third one."
Irizati Grunyar
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Irizati shrugs. "My healing spells won't help."
Theodore~
|
"I can throw in one charge of Protection from Evil. Probably won't need it with this Magic Circle."
Theodore contributes one casting of it to save others some spells or resources.
"I can also channel some energy into it if you'd like."
Theodore has Alignment Channel (Evil) so can put 6 charges into it with one channel.
Thaeos
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"I possess a couple scrolls of magic circle against evil, but would rather hold onto those until I know whether it is actually necessary. Paracountess Dralneen gave me these scrolls personally as a reward for one of my discoveries, and they hold sentimental value as well as monetary." Besides, those things are worthless to my pure magic. Such things are just for paladins and other fanatics!
Thaeos leans over to stare at the various magical items from scant inches away, "Hmm . . . these two items are hybridization funnels. With them, I could combine two alchemical weapons into one, although the process takes several minutes of careful work, and the mixture decays quickly. I would say that the resulting weapon needs to be used within a day or so to retain its potency." These are fascinating, though! I can't wait to mix acid and napalm together!
After examining the flask, the old wizard leaves it lying there, "That has some value to those alchemists who must expend their own life essence to make their concoctions work, but for us it's only value is a few gold pieces."
Auriferous
|
"Theodore, you can charge all of them with a single channel, can't you? Why not hold off incase we find some more?"
| GM Z..D.. |
I would say I channel per prism, since he has to concentrate on the prism.
Numair Salmalin
|
Alright. Then I still say we use my wand to 'fill' two of them, and then use a channel to 'fill' the third. We don't want to expend *too* much of our primary form of group healing on charging batteries...
Once the charging is complete, Numair takes the time to check the Northern door for traps (Perception 39), and then opens it (stnading to one side of the door as he does so, so as to *not* block any charge lines).
Auriferous
|
Oh, disappointing. I was hoping that as Channel is an AOE, and it just said 'affected by', that it would work on all. Lets go ahead with the PFE tactic then.
Auri stands ready for action as Numair opens the door.
Doodlevain "Doodle" Montafescue
|
Once the prisms were full strength, Doodle was ready to venture forth, looking for other ways to get the weapon prepared.
| GM Z..D.. |
The door to the north
Five cots line the west wall of this barracks. A dusty table, counters, and a hearth share the east side of the room. While searching the room, a PC uncovers a small diary hidden under one of the cot mattresses. Last hand out uncovered.
The door to the south
A large forge flanked by large bellows dominates the east wall, though they and the nearby anvil are caked in soot. Half-full weapon racks hold an assortment of daggers, spears, and swords, and low piles of arrowheads, coal, and metal ingots line the southwest wall.
Much of this room is bare, though there are still a few weapons left that the crusaders did not carry into battle. These include
Doodlevain "Doodle" Montafescue
|
Spellcraft 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft 1d20 + 7 ⇒ (12) + 7 = 19