GM Aerondor
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"If you seek specific memories, I will help you, for while trapped I would like to offer what assistance I may."
Theodore~
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Theodore looks down at his holy symbol to see if it's there, and if so, if it's full of beer while the genie explains. If it full of beer, he'll take some sips, too.
GM Aerondor
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"Within each hut lies enlightenment"
Theodore~
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GM Aerondor
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The Shaitan makes to follow Theo as he enters a hut at random.
random hut: 1d9 ⇒ 8
You are pummled with life sapping magic... Subdued, you are bound to the machine you saw back in the distortion room. Slowly your memories are wrenched from you one at a time. Screaming you watch as Aryana - for somehow you know that is your tormentors name - takes notes in a journal....
You awake back in the 'village' with Marouf looking at you with concern.
Theodore~
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Theodore~
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"The Shaitan was wholly unhelpful. I felt like the life was being sucked out of me in some messed up memory, Aryana being the tormentor. No idea how I know that but I do. Now, if you'll excuse me, this calls for a drink... or 3."
Sir Godfrey
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"Then I feel as though this is little more than a trap cleverly disguised as a source of information. Unless there are ideas hidden among the party on how to deal with this Shaitan, I vote we leave it where it is and press on."
Liminy Spickett
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"We spent a lot of time getting this machine to work. But we only have so much time left."
Could we get a reminder of what is left to do that we know of? I think we checked every room but may have skipped some things to deal with later. If these portals are the last thing we can do then Liminy will go in next.
GM Aerondor
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There is one corridor you have not gone down. There are a couple of "difficult" places you have not searched, the bottom of the pool that you found the glowing gemstone and the pit with all the skeletons.
There are a fair number of unopened tombs in the room at the end as well. I think you have only looked in two of those at the moment (the knight and the dragon).
Sir Godfrey
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"I would recommend seeking out a means of relieving everyone of what happens to be making some of us sick. It seems to be tearing into them rather quickly." Which, Godfrey was no alchemist, but he could tell there was a lab behind them that might be useful for such things. He even points back that way with his sword to accentuate his point.
Theodore~
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"Not a bad idea. Let's go check it out." Theodore heads over that way.
GM Aerondor
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You trapse back into the lab.
Three tables laden with alchemical equipment, glassware, and other arcane tools occupy this chamber. A thick liquid drips from a broken glass jar that never empties. Numerous marked vials that appear intact are enclosed within glass-fronted cabinets along the southern wall. A sealed metal canister sits in the southwest corner.
"The start of new life... to end an old one... that is the purpose of this place.." murmurs Amenopheus.
Jair Whisper
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Jair glances at Amenopheus, thinking at the words he just said.
Lets look around, may be we can find something worth it in here as it seems that all started here.
Perception: 1d20 + 6 - 2 + 1 ⇒ (2) + 6 - 2 + 1 = 7
GM Aerondor
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The shelves still hold what you found before. Forty jars, each labelled with a number.
Jair Whisper
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Rereading the notes they found earlier in the room, Jair take the canister labelled #14.
She turns to her comrades and says.
Do we have found some crystals? And some notes inside the two libraries we've searched? I think it's time to try to create some sort of antiplague of our own.
GM Aerondor
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You did find some crystaled Aether.
And searching around the room for that in mind, you find some more. It is an odd substance, liquid that spontaneously crystalises and then turns back into a liquid.
GM Aerondor
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Hmm, actually, doing a bit more reading, I think I may have been putting you wrong there.. there are some real advantages to trying to make the cure now, and with a 19...
Jair thinks it can probably be made in about five minuutes... You would need to expose the refinded Aether to a sample of the disease which of course has its own risks..
heal, nature or herbalist check required if you don't have the poison use ability.
Jair Whisper
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Remembering something, Jair realize that it could be done more quickly than she thought initialy, explaining it to her comrades she turns to Liminy
I think you're the best for this.
She handles him the aether and the #14 canister.
Liminy Spickett
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"I think I recognize some of the plants she used. I fear Numair has gone catatonic. We best try to heal him quickly despite the risk."
Numair hasn't posted in weeks. Someone should PM him to see if he is still around.
Witch a little help from our undead friend Liminy tries to work out the cure.
I'm going to use my Timelost chronicler boon here. +1 to a roll before I make the roll. Use once per adventure.
kn nature: 1d20 + 11 + 3 + 1 ⇒ (4) + 11 + 3 + 1 = 19
I may regret this when I fail a save later on but I'll folio reroll that.
kn nature: 1d20 + 11 + 3 + 1 ⇒ (3) + 11 + 3 + 1 = 18
"Is he supposed to be turning that color?"
GM Aerondor
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I think we might have a fortitude save for Liminy at this point
Liminy works with the crystal substance, producing a dose of the cure for "Fading Light"
You have enough of the substances to make 10 doses of the cure, although it will take about an hour to make so much. EAch dose will require a nature check (which is DC 28 for ease) and a fort save for if you fail the nature check.
GM Aerondor
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Liminy starts to feel unwell.
No need for more handling checks at this stage
You have 14 doeses of Crystal Aether. Each can be used to either:
1: Make a cure someone infected with fading light (the regular version) or
2: two may be used to make Blood of Nethys. (this requires a difficult spellcraft check, or an easier alchemy check)
The basic version
A version that is incurable by normal means
A version that is both incurable by normal means and highly magic resistant.
The later two version could probably be cured by Blood of Nethys.
Status: (time in ruins: ~40 minutes)
Numair (Fading Light-IC-MR) ; two negative levels; fly
Liminy (Fading Light); Anti-plague
Theodore
Jair Anti-plague; (Ghoul Fever)
Amri (Fading Light-IC)
Sir Godfrey
Amenopheus
Numair Salmalin
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I'm still around (I posted in the discussion thread quite recently, for reference); I just haven't been posting, since I didn't walk through the trapped room (which, given what I suspect is happening to me (i.e. a negative level every time I am targeted by a spell) I figured was a bad idea), so I haven't been with the rest of you, and have therefore been unable to contribute.
Liminy Spickett
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I think you said fixing the machine would take half an hour. If the 40 minutes is correct then Liminy still has antiplague running and got a fort save of 19.
Theodore~
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I'm still around too, but Theodore isn't much help at making the cure. I'm assuming it takes way more than one round to make the check? Otherwise Theodore could do Touch of Good to give +5 to it.
GM Aerondor
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Yes, making the cure takse a while. And good point Liminy, you are on an hour and a quarter, roughly, before attempting to make cures.
19 would not have made the fort save.
Status: (time in ruins: ~1 hour and a quarter)
Numair (Fading Light-IC-MR) ; two negative levels; fly
Liminy (Fading Light);
Theodore
Jair Anti-plague; (Ghoul Fever)
Amri (Fading Light-IC)
Sir Godfrey
Amenopheus
Sir Godfrey
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"I think completing all of your mixing and making would be best before taking any yourself. So you can cure any infections you get all at once." Godfrey adds helpfully from the side where he can't truly do anything to ruin the work going on. "I will go check the rest of the sarcophagi we found and have yet to open."
The paladin is already on his way out, however. He leaves behind a familiar shadow of himself to watch over the group and warn him of any nasty surprises he needs to return for. "I think that is most useful of me."
If someone has a good spellcraft check I'd say go for the fancier stuff. But just so my character isn't wasting time he's going to go over the sarcophagi with a fine toothed comb. His perception would be a 30 on a take 20 to search that room over the hour if we use all that time.
GM Aerondor
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There is still one other passage you have all yet to explore.
Back in the tomb, Sir Godfrey examines the various sarcophagi, taking his time. He does discover in one (the one that was already open when you arrived) a false bottom.
Still need a call on what you are doing for the cures.
Liminy Spickett
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I think we are surrounded by the plague. We should make the cures but try to get somewhere safe before using them or we will just catch it again.
GM Aerondor
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Making cure for the six of you will only take half an hour and leave you with 8 "units" of the crystal Aether which could be used to make blood of Nethys if you wanted to. For the moment I'll assume that is what you are doing and then take you onto the last passage you have yet to explore
The pathfinder team, guided by the ancient sage spend some time using their precious stocks of crystal Aether to manufacture a cure for some lucky plague victims.
They then return, avoiding the room with the unfortunate fire spell, and turn down the last twisting corridor.
The dimensions of this room are perfectly square, and every sound and motion feels profoundly distinct yet unreal. A large shrine rests against the wall, draped in a flawless black silk cloth.
Sitting next to the shrine is a large onyx key with a black and silver eclipse adorning the bow.
Theodore~
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"Whoa, trippy in here." Theodore looks at his glass. "No one slipped other substances in my drink did they?"
AKA; Theodore doesn't have those knowledges. ;)
Numair Salmalin
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Numair shrugs.
"No idea. I agree, however, that this is an unusual room."
Not having the necessary skills to identify the importance of the room accoutrements, He then moves back to the sarcophagus room.
Liminy Spickett
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Did you say History?: 1d20 + 18 + 3 ⇒ (8) + 18 + 3 = 29
"The key is a reward from the Pharaoh of Forgotten Plague. For doing such a good job with the plague I assume."
Before entering the room Liminy will cast Detect Magic.
GM Aerondor
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Liminy manages to fight off the weakness. For the moment.
Beneath the cloth there is a strong magical aura. Necromancy, obviously.
Sir Godfrey
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Sir Godfrey gives Jair a look, but not THE look, at her words before stepping into the room and attempting to scoop up the key. He eyes the shrine dubiously and prods it once with his sword. If none of the others protest, then he will carefully pull off the drape to see what's hiding beneath. "I do not feel good about toying with necromancy, but it may hold clues that you feel we need."
Still, the paladin seems ready to smack the shrine with his great sword at the slightest provocation.