
Mero - Random Pregen |

If you don't mind me speeding up:
The party will sneakily enter the rooms where he hear nothing, taking a peek at the bottom of the curtains first. We detect magic and check what can be done in the place as a sabotage option. Pinky will move one square behind Orange.
So, where exactly is the statue? It does seem important, doesn't it?

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Also to speed things up. We could steal the statue and throw it in the harbor.
Vasilios will do as Mr. pink has written, with his whip out, he searches the areas away from the loud voices. Looking through the curtain doors, ever cautiously looking for this church's inhabitants.

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Sneaking through the black sheets, you head down the narrow corridor. At the end, you are about to peek past the sheet, when you hear the clink of chains moving. A lot of chains. Accompanying the clink of chains is occasionally a weird sound. Your imagination brings up a visual of peeling the skin off a chicken or something.
Stealth check please.
1d20 + 14 ⇒ (10) + 14 = 24
Answering Mr. Pink's question, the statue is the Gold Circle in that North room.
--
Depending on how this plays out, you may be able to explore the rest (with exception of the location of the ritual that seemed to be taking place past that Northernmost room) without interference.

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The chanting is coming from the North. Right now, Shadowtongue was investigating the West room, where your icons are located. That is where he hears the clink of chain. I don't know if he wants to try peek in or not, but since there is only a sheet between you and whatever is around the corner, there is chance, however slim, that whatever is in there may notice you. Ultimately, I am waiting to see what Shadowtongue wants to do now.

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You can let me do a bit of scouting ahead. I am staying within eyesight. I just want to know if there are any occupants we have not encountered.
When Vasilios hears the odd noise he moves his long slender finger over his mask covered mouth gesturing quiet. He then sneaks to the curtain for a peak.

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Mr. Blue let's Shadowtongue scout ahead, remaining a little behind.
Stealth: 1d20 ⇒ 9
perception: 1d20 + 8 ⇒ (17) + 8 = 25

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Mr Red try to be the quietest as possible staying with Mr Blue.
Stealth: 1d20 - 4 ⇒ (9) - 4 = 5
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
It wasn't a success...

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Mr. Red and Mr. Blue are not in danger of being heard, as long as they are not speaking loudly.
After the initial shock, you peek around the corner again and you realize that it seems to be working on three humans laying face down. It seems to be performing some ritualistic scarification on their backs. You see that peeling sound was the "demon" peeling skin off their backs. It does not seem to notice you, almost as if it is engrossed in its work.

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Vasilios quietly backs back to the group. We don't want to go into that room, it would be best to avoid it completely, any of you with week stomachs or minds would be very upset. We should probably start whispering too...

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Kynrac whispers for fear of being heard by the cultists.
Wouldn't killing this demon count as sabotaging their operations? We could leave one of our badges in his grasp, for example.

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I never told you there was a demon ;-p.
Whispering
If you feel the need to combat a demon please Sally forth and lead the charge, unfortunately I will be sneaking out the back while you do so. I am no coward, but I am also no fool. Demons do not die, they just go back home and wait and wait and wait until they have the glorious opportunity to hunt you back down again to lacerate you and deficate on your innards. That particular demon seems to be extra proficient with the flaying of skin, another reason weighing in the must avoid at all costs side of the scale. Personally I can't un-see what I just viewed and feel I could be haunted by it for several nights, so for your own sanity lets avoid the mystery behind curtain number two.

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Demons die, I assured you. But only if we kill it when they are called and not summoned.
My weapon bypass most of their resistance, but can you describe it for me ? whispered Mr Red
And during my "vacation" in the hands of the evil fey of Baba Yaga 's Realm, I'm sure I've seen worst !

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How about a compromise. We don't fight a demon.
Seeing in his companions eyes that that may not fly.
Lets continue to search around, maybe we can finish our goal without having to fight it. Besides then the Aspis has a demon to worry about.

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Tell me how he looked ! May be it's just a weak demon ! Asked Ragnar
His impulsivity took on his wisdom. He want to know
That could be a worthy opponent !

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bluff: 1d20 + 13 ⇒ (7) + 13 = 20
It was at least 25 feet tall, with 3 tails with horrible barbs on the end, it was breathing firey lightning from its nose, it's eyes were black as coal, it had 8 arms and in each hand it held a pointy branding iron so hot it was white, it looked like it was dripping acid on all it touched... We should not fight this demon.

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Know. Planes: 1d20 + 8 ⇒ (2) + 8 = 10Sense Motive: 1d20 + 0 ⇒ (9) + 0 = 9
Don't know what type of demon you discribed but It seems quite impressive. I will fight him but after we look for any other possibility to mess up this place

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Sense Motive: 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge (planes): 1d20 + 7 ⇒ (18) + 7 = 25
Mr.Blue doesn't seem so keen on attacking the beast now, shivering in fright of the dreadful beast.
You are probably right. Some demons are best left alone. We should only attack it if it is our only option to sabotage the cult's operations. However it does seem strange... I am well-versed in the knowledge of demons, yet the description doesn't match any I know at all.

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Vasilios feeling much releaved that he does not need to fight the black acid demon of ultimate destruction sneaks over to the room on the Far East of the complex (looks like it has beds in it).
sneak: 1d20 + 6 ⇒ (5) + 6 = 11
perception: 1d20 + 5 ⇒ (19) + 5 = 24

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The chanting is from the room just West of the Statue Room, and the far East room is actually the meditation room, that I had just described as the barracks a few posts ago by mistake. The Barracks are the room to the South. I will put descriptions in each room.
Meditation Room notes - This room contains several mats and low beds. The walls of this room are deeply carved with jagged runic symbols. A small table sports a large brick of burning incense, but the incense’s heavy scent does not quite disguise an underlying sharp smell.
Rolls: Knowledge (nature) or Knowledge (engineering); then Knowledge (local) or Knowledge (dungeoneering) please. Finally, a Perception check.
Barracks notes - This wide room contains several bunk beds and chests, each embossed with a different rune. A heavy iron pipe runs the length of the south wall of this room at about four feet from the ground, disappearing into the eastern and western walls. A pungent smell issues from an alcove to the east.
Rolls: Perception check.
The washroom contains a table with four ceramic basins, each capable of holding 8 gallons of water. The iron pipe juts into this washroom, capped with a spigot positioned over a large barrel. The spigot dribbles foul water into the barrel, which is ringed with dried flowers in an attempt to mask the smell.
Near the barrel hangs a wand, underneath a note that reads, “Conserve charges! Use on full basins only!”

Mero - Random Pregen |

Freaking untrained pregen wizard!
Meditation room:
K.Nature: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Barrack notes:
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Pink takes the wand, pretty sure it's a Wand to make unholy water even before analyzing it, and stores it into his belt.
Should we break the basins?
Spellcraft on the wand: 1d20 + 11 ⇒ (3) + 11 = 14

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Knowledge(nature or engineering): 1d20 + 3 ⇒ (4) + 3 = 7
Knowledge(local): 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Trying to identify the wand as well
Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27
Using knowledge of ages (1/4):
Knowledge (nature or engineering): 1d20 + 7 ⇒ (15) + 7 = 22
Aye, it would be a start. We should grab that wand too, or empty the charges in it.

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Meditation room
knowledge nature: 1d20 + 3 ⇒ (18) + 3 = 21 bardic knowledge
knowledge local: 1d20 + 7 ⇒ (16) + 7 = 23
perception: 1d20 + 5 ⇒ (7) + 5 = 12
Barracks
perception: 1d20 + 5 ⇒ (1) + 5 = 6
Wand spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14 to identify
Would like to inspect the chests
Would like more info on the pipe/spigot
[list]
What is in the alcove to the east?

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Since I am assuming that you will be sharing this information:
Meditation Room
Knowledge (nature) or Knowledge (engineering) DC 15: The odor in the meditation room is carbauxine gas, poisonous in higher quantities. The mix with the incense causes almost hallucinatory effects.
Knowledge (local) or Knowledge (dungeoneering) DC 18: This room is located close to the Gas Forge of Riddleport.
Barracks
Perception Mr. Blue: 1d20 + 8 ⇒ (19) + 8 = 27
Mr. Red & Mr. Blue find a part of a letter sticking out of one of the foot lockers.
Note: Looking at the spigot, it wouldn't be too difficult to rig or break the spigot in the on position...

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Answering Shadowtongue's Questions:
The pipe is pretty thick
Not really rusty, but shows some aging
Easy is a relative term, but at least the spigot may be easier to break
Oh, there is some pressure to the water that comes out, if you break off the end or puncture/melt a hole in the pipe...
The alcove to the East of the barracks is the washroom looking place.
Identifying the wand, neither of you can figure it out. (Remember, next time you can take 10, since you are not really pressured. You have to wait until the next day to retry.)

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What does the letter say? Moreover, I'll pick up the prayer beads and try to identify it with detect magic:
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
Good to know for the spellcraft check, but I rolled a nat 20, can't really do better! Weird that a 27 isn't enough though. Have you seen my roll above?

Mero - Random Pregen |

I think Aeshuura missed that...
Take 10 on Spellcraft to identify the beads > 10 + 11 = 21
I missed the smelly part, so it's probably a Wand of purify water...
Pinky will cast detect magic on the walls of the meditation room.
So far:
- The wand is ours (not breaking it);
- We will break/puncture the pipe on 3 points trying no to make a noise on the barracks to let the water flood the place (how much noise would a scorching ray do for that matter?);
- Drop the basin water on the beds;
What else?
Is there a division between the statue room and the one we hear the chanting come from?

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Sorry, I missed your roll for the wand. It is a wand of purify food and drink...
No luck on the prayer beads... see my previous post about taking 10.

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Just to double check, the pipe has lots of stinky water pressure ;-). And it looks like breaking the spigot may be easier. Could I do a knowledge engineer to make this a better reality bardic knowledge engineer: 1d20 + 3 ⇒ (2) + 3 = 5. Do we have a way to break it silently? I have no resources for this. Also lets place that headless body in this room with the note and badge on it before we bust the pipe.

Mero - Random Pregen |

But breaking the spigot would flood the bath room, which probably have a draining system... The barracks would be damaged better, even tough there's nothing preventing the water from flooding up to the bath room...
I've been thinking, does anyone have a way of bursting the rock or blocking that not-so-secret passage? I could burn the tattoo shop, blocking one of their exits. They would surely find a way to leave the place even with both exits blocked, but might be a good idea...

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Scorching Ray would not make enough noise to alert anyone. The echoing of the chants are enough to drown out the sound for the "tattoo artist"...
Of course, unless you have done this before, you think that it make take a bit more than a scorching ray to burn through the main pipe. Again, the weakest point, and your best bet would be the spigot.
In the meditation room, there doesn't seem to be any magic along the walls, though in your inspection, you notice some minute cracks that the gas seems to be seeping through...
Looking at the beads, Mr. Pink discovers that they are lesser strand of prayer beads...

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Remember that there are no doors down here, so if the washroom floods, the rest will flood. Depending on what kind of reservoir they are drawing from, that could conceivably flood the entire safehouse...

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I like the flooding idea. Please tell me more of this gas leak? Is it flammable? Anyone have knowledge engineering? I flubbed the roll, maybe we can get an easy way to remove a piece of the pipe silently? Look for drainage system, if there is one could it be clogged up? Remember it does not need to be permanent damage just enough for them to believe the dead body with the note and badge.
I set up the dead body note and badge on the floor in this room.
Reread a few older posts, how difficult to break the spigot in the on position?

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Let's summarize what we can do about sabotaging this place, shall we?
First, we could try and amplify the gas's concentration in the meditation room, or replace the incense with another type that wouldn't mix the same way with the gas, hence poisoning the cultists.
Second, we could empty their wand of purify food and drink, so that they will have trouble living here properly. Or we could simply steal the wand.
Third, we could do something about that demon in the other room. I'm not too keen about this one, but there might be a way to affect it, who knows?
Fourth, the idea of flooding the lair is a good one I think. Busting the spigot also looks good.
Fifth, steal the statue and throw it in the bay. Not too stealthy, but we could somehow desacralize it.
Lastly, setting fire to the tattoo parlour. Now this would make a nice farewell for us, since it would prevent the cultists from following us, and we could "forget" a badge in our escape.

Mero - Random Pregen |

Does anyone have a adamantium weapon to puncture the pipe? I think that would cover basically a NICE sabotage. Summoning frogs, messing with the gas and other stuff might be too much and kill the cultists if they are done together with the flood. Do we need to fight the devil?
In case you missed it: Is there a division between the statue room and the one we hear the chanting come from?
Orange, now we need to talk about this. I've lost you. If you plant the body here with the badge you will need to stay behind to play the good guy and warn the cultists about what happened, getting them out of the danger, as if you had arrived, battled us and we left before managing to do more. Otherwise we could do the sabotage and you leave the letter later or maybe talk to them later. So what is it?

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Sorry ninja'd on an edit so want to add it to your list. We could bust the spigot. Looked over some older posts and it was stated we could rig it to break in the on position. I think this is the easiest, quietest, and safest way to do this.
Also for the list, steal that big statue and throw it in the harbor.

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Lol
The note can be left on the dead body without anyone to explain it.
Figure just plant the body with the note and badge for the cultist to discover it.
Let Shadowtongue remain a legend, the cult can hunt the dead man all they want, he is already dead. I agree that we don't need to go overboard here. Poison gases will kill the cult and we don't obtain our goal, fighting a demon... No thank you, the statue requires lots of stealth and Strenght and may be difficult, burning the building may also kill the cult, busting open the doorway is also a good choice.