Grast Enteroso |
Still spluttering from the dust Grast quickly rinses his mouth out and face off with some of the water that is conveniently all around.
"Little buggers would not hold still. My scythe is not great at hitting something so small it seems.
Looking at the restrained fox Grast knows he is not going to be able to get him out but moves close in case he needs to be restrained.
"You must be 'the fox' that the fish is looking for."
Tanniralirul |
Tanniralirul sighs. "One moment,"
He pulls out a series of tiny picks and probes, and sets to work unlocking the cage.
Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20
"Funny, though. I would have sworn you were upstairs, high and dry, Virml."
Aelin Ashryver |
Lets a bit of the twinge from the lightning snap as she smiles a little "tell us what we want to know and I will tell you on what I know about how to repair the damage, assuming the fairies there did it"
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
GM Deekan |
Lars Ullrich |
So the man upstairs would be an impostor? I thought you were able to change to a fox, as people are rumored to be able to unleash their inner beasts and become wolves, or bears!! Does that kind of magic exist, to take the appearance of someone else? And wouldn't the master wizard upstairs feel the magic?
Spellcraft, untrained: 1d20 + 1 ⇒ (17) + 1 = 18
Tanniralirul |
"He was upstairs last we knew. Let's find out, shall we?"
He checks over Lady Gormandele for anything useful, replaces the daggers in his spring loaded sheath with his cold iron daggers, and heads back upstairs.
Grast Enteroso |
Grast will take point and continue to search in the pattern they had agreed to.
"I will lead. Lets continue."
Grast leads though each of the alcoves, starting with the first smaller one to their NE.
Perception: 1d20 + 0 ⇒ (6) + 0 = 6
GM Deekan |
I am assuming you want to go to the room at the top right.
The Pathfinders move out in search of the fox. In tow you have Virml following behind the group.
The room you enter is the Cartographium. The door is open. The water’s surface is carpeted with maps made of silk, vellum, birch bark, and sundry other materials.
You notice one unusual item floating along the water’s surface: a silk map that portrays Tian Xia mashed into the side of Avistan to create a strange supercontinent. This artistic map is more than just an intellectual curiosity, for incorporated into its legend and place names are the means to use the map as a scroll of dimension door.
Grast Enteroso |
Perception: 1d20 ⇒ 20
"Well now this map looks intresting, think we should take it with us. I cannot read it but it looks like someone added a scroll to a map perhaps."
Once done looking around Grast will lead the group to the next room.
GM Deekan |
Handouts are updated. You are supposed to succeed at the perception check before you find what I put up, but I won't be able to update it without being on my computer. So no one look at it until you succeed at the check. Wishful thinking
The door to The Heritage Stacks is open, making the room a deep bog like the corridors outside. This chamber mostly contains volumes of obscure and tedious genealogy.
Floating in the water you scroll fragment from The name of the fox. It appears as though it may have been dropped.
In the northern most alcove of the room you notice a 15ft sphere of darkness. You can see nothing but black as you gaze at it.
Inside the sphere you see a codex bound with cured dwarf skin called The Darklands Precepts. The Darklands Precepts is a guide to proper forms of address and correspondence among drow noble families, with shorter chapters regarding drow demonology rituals and other, equally dangerous rites.
To discourage others from gleaning its secrets, The Darklands Precepts has two defensive features: a permanent darkness effect emanating from it (15-foot diameter) and an alarm that responds to the bearer’s voice. The darkness effect poses no difficulty for readers with darkvision. When the bearer attempts to read the text aloud or speaks at all while carrying the book, The Darklands Precepts creates a ghost sound effect that simulates the clamor of 40 humanoids shrieking incoherently. The effect lasts only so long as the bearer speaks, and its responsiveness to sound imposes a –5 penalty on the bearer’s Stealth checks, as well as a 20% chance of spell failure when casting a spell with verbal components.
Grast Enteroso |
I have made a personal rule of no peaking. Which sucks sometimes when your character is neither perceptive or knowledgeable lol.
Grast approaches the sphere of darkness and sticks the end of his scythe into it to see what happens.
Perception: 1d20 ⇒ 7 well there was a chance :)
Lars Ullrich |
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Know Arcana: 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18
Lars finds a bit of parchment in the water, and, entering boldly into a ball of darkness while singing quite loudly, comes back with a strange book
"The name of the fox"? "The Darkland Precepts"? What's that? An evil elfin book. Seems to be a little magical...
Feel free to read the spoilers
Silvanthur Arcanotheign |
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge Arcana: 1d20 + 8 ⇒ (16) + 8 = 24
"That book is extraordinary! We must save it. Such knowledge cannot be lost to the waters!" Silvanthur will take the dark book and place it in his pack to stifle the darkness effect.
Tanniralirul |
Tanniralirul looks over the book. "I..." and the screams of a multitude fill the air for a second. Putting the book back down and turning, he starts again, "I may have use for this."
"However, I suspect the scrap may be just as cryptically helpful on our mission today. What does it read?"
Grast Enteroso |
Agreed. We bring the fox we have and head upstairs.
"It doesn't look like there is much more down here. Lets head back up to the fish." Well that is a sentence I have never said before.
GM Deekan |
Handouts and maps have been updated. Handouts have been updated as if you succeeded at the perception check. No peaking until you do. I used the same picture for the fox. So in the top room that is the fox. It's just the same stock picture.
The Pathfinder make there way back through the wet archives to where the fox must be hiding. In the Scriptorium.
This large chamber is crammed with desks and lecterns designed for copying scrolls and manuscripts. Along the north wall, a tall, broad shelf sags with sheaves of parchment, while near the exit to the south, a stack of ceramic ink jugs stands near wall-mounted racks of quills. Two bays of windows on the west wall offer an impressive view of the Lodge’s greatest landmark, Skyreach Tower, while the eastern windows overlook the library’s main stacks.
You see the other two scrolls. One is on a pile of books on the shelf. The other is stuffed into the foxes belt.
You are overcome with the feeling that if you speak the foxes name he will give up without a fight. This might also lock him back in his prison.
In the room you can see the fox at the back of the room and appears to be studying scrolls. In front of him is a giant, menacing crocodile.
Doran: 1d20 + 4 ⇒ (10) + 4 = 14
Tannarilirul: 1d20 + 5 ⇒ (18) + 5 = 23
Silvanthur: 1d20 + 3 ⇒ (3) + 3 = 6
Grast: 1d20 + 1 ⇒ (2) + 1 = 3
Lars: 1d20 + 1 ⇒ (13) + 1 = 14
Aelin: 1d20 + 2 ⇒ (17) + 2 = 19
Crocodile: 1d20 + 2 ⇒ (16) + 2 = 18
Fox: 1d20 + 2 ⇒ (18) + 2 = 20
Combat round 1
bold may action
Doran
Tannar
Silvanthur
Grast
Lars
Aelin
Crocodile
Fox
Grast Enteroso |
His name? How would I know that. Well the others can worry about that part I will concentrate on the crocodile.
Before advancing on the fox, too the party "We should take him alive knowing his name or not, I think the crocodile will have to go thoug."
As he advances on the crocodile he tries to distract the fox from what he is doing.
Intimidate: 1d20 + 10 ⇒ (17) + 10 = 27
"Give yourself up or we will take you by force."
Tanniralirul |
Daggers in hand, Tanniralirul enters the room and his form appears to melt away into the flickering shadows around him.
"Give it up, fox," he calls out from the cover of darkness, "You are Caught."
Move and activate Dissolution's Child.