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Perception to see through an illusion: 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge(Arcana) for the script: 1d20 + 7 ⇒ (8) + 7 = 15
Johann hurries ahead of Kalkamedes towards the building. Wanting to be ready for anything, he downs his mutagen.

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Knowledge (Arcana) for the script and the keystone symbol: 1d20 + 3 ⇒ (20) + 3 = 23
Or Planes or Religion at +6, languages are Common, Infernal, Sylvan, Varisian
"Do we have a linguist?"

GM Derek W |

I'll throw this out if anyone can make it happen.

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"I have a scroll of comprehend languages that we could use, if it is a language. I will copy down the letters for now," Naurin explains, bringing out ink, ink pen, and parchment and quickly scribbling.

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"We may not have time, Kalky looks like he's heading right for the door. Perhaps we should head in to check for dangers?"

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Naurin looks a little sheepish. "You're right, Johann: I just hate leaving any unanswered questions," Naurin confides, going in after her friends.

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"We'll have time when this mystery is solved. If necessary, we can always come back here once I perfect my Translatorator!"

GM Derek W |

You can tell that it is a language. Enough similarities with others you're read. You suspect that it is very old, though.
Kalkamedes indeed is struggling to move right into the entrance. It seems as though he's fighting harder than ever, as though he was very near his objective.

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While the scout team investigates the structure, Malfeas helps Gunther restrain Kalkamedes, knowing the surprising strength the fellow can bring to bear.
Just posting something since it has been a bit. Linguistics is not his strong suit, so he's letting others handle that bit of the investigation.

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Naurin casts Light on whatever Johann desires and continues with her everburning holy symbol.

GM Derek W |

Walter looks into the entryway, and sees nothing. The party advances slowly down a straight corridor. After about 70', the corridor comes to and end, with a staircase leading down to the right.
Steep stairs descend into this room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue’s round base, and dried leaves, dirt, and small animal bones are scattered about the room.

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"Indeed, but first let us scan and search the room - and stay out of the way of that wand." Naurin casts Detect Magic and scans the room, the statue, and the wand, in particular. She then casts Read Magic and scans the script.
She then brings out the scroll and reads it, releasing its stored power. She reads the script and any other words that she finds with new comprehension. If I hobbled my fastest back to the entryway, the scroll would still be in effect...No! Focus on the task at hand. But still, as long as Kalkamedes isn't going any further on his own...

GM Derek W |

Naurin looks at the script again, this time under the influence of the scroll's magic. It reads:
“Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths.”
The wand is magical, but the rest of the statue is not. The raised dais in front of the door also emits a magical aura.
Walter scans this room, but notices nothing else of note. Kalkamedes advances towards the doors and repeatedly tries to open them, not injuring himself, but definitely making no headway.

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Naurin prays for Guidance and examines the wand more closely.
Spellcraft: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
"It is a ray of enfeeblement, which may thus be tied to the script, producing weakness from strength. But why?"
"Time, I suppose, to try the doors ourselves."

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Johann attempts to remove the wand from the statue's hand.
Disable Device roll if needed: 1d20 + 8 ⇒ (1) + 8 = 9

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Naurin, seeing Johann's efforts, Naurin prays for Guidance and gives it to him.

GM Derek W |

The wand comes away easily in Johann's hand, but nothing remarkable happens as yet.

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So, we try the doors and what happens? Or (since Kalkamedes is trying them) does it seem 'locked'.
Naurin will look carefully for a catch or a lever, aiding Walter's searches.
Aid another on perception: 1d20 - 2 + 1 ⇒ (6) - 2 + 1 = 5
Hmm. Can you take 20 on aiding another? Seems like it could work, contributing to the search with a lot of time and effort.

GM Derek W |

Naurin and Walter examine the area carefully. The doors do not have a lock, and there are no obvious levers, switches, or other opening devices around. Walter searches the wall and floor for hidden switches, but finds none. It looks like Kalkamedes is simply trying to push the doors open, but lacks the strength to move such heavy objects by himself.

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Naurin will help Kalkamedes push the doors open.
Str: 1d20 + 1 ⇒ (17) + 1 = 18

GM Derek W |

Ah! The true test is revealed!
As Naurin steps onto the dais, she feels some of her strength leave her. She moves up to the door and pushes, but it is definitely not with the force she's accustomed to generating. The doors remain resolutely shut.

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lol
Naurin motions for the others to come help her, momentarily forgetting the script at the entrance in favor of a new puzzle.

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I thought Gunther and Malfeas were still holding Kalk back, oh well, missed that little bit.
Malfeas will aide Naurin at her beckon, unaware of the potential dangers.
STR: 1d20 + 2 ⇒ (14) + 2 = 16

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Yes, or I would have. Since Derek didn't put it into a spoiler, I would think I would just read it out loud as I was reading it.

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"That might be be, but it is usually on a living thing. Unless, of course, it is a living thing...".
"Not to sound cruel, but perhaps we could use the wand on Kalkamedes - as he is already pushing on the door - or on one of us, since it is a minor effect and would last only a very short time. I would volunteer, too. Can someone make the wand work?"

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"I can try, on whom should I use it?"
After she tells me, Johann will ask for Guidance from Naurin or Walter. use magic device : 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 Guidance to the rescue!

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Since it wasn't a perfect roll, it couldn't have been Abadar's Guidance.
"How many charges do we have? I would think, if we are trying to turn strength into weakness, that we should go for an extreme, either trying it on the strongest of us or the weakest of us - or one then the other. I don't want to ask Gunther, Malfeas, or Walter who is the strongest, but one of us is likely the weakest. Should I arm wrestle you for the honor, Johann?"

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"Don't ask me how many charges we have, I've yet to build an Identificator. I don't think it matters much which one of us uses it... but let's decide quickly. Whoever's weakest is strongest, I think is what it means... Willing to be zapped, Naurin?"
Wouldn't the spellcraft roll have been enough to determine charges?
Naurin is the most logical of the two to be zapped -- her speed is already 20 and cannot be reduced further by encumberance. Johann's will drop to 15 if he goes to medium encumberance, and his bomb-throwing will be impaired.
Str penalty from the ray once we decide who is being zapped: 1d6 + 1 ⇒ (3) + 1 = 4

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Naurin lays her heavy pack on the ground near the doors, knowing she won't be able to move it soon.
"'Zap' away, Johann," says Naurin as she gets ready to push, first softly then, if it doesn't budge, strongly. This will be a new experience, and will make me stronger for the experience. And remind yourself, Naurin, to invest some Gold Measures in Johann sometime.
That would make me Strength 8.

GM Derek W |

Naurin feels herself growing weaker as the ray strikes her. When she steps back on the dais, however, she feels herself growing stronger, just as much as she is normally.
Naurin moves toward the doors and gives them a strong push.
Strength check: 1d20 + 1 ⇒ (17) + 1 = 18
She feels the doors moves slightly, but they begin to slide back in place as their weight is extremely heavy.
Anyone care to attempt to aid her quickly? It would take at least 2 of you making a successful aid check to do it.

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Johann tries to hit Malfeas with a ray from the wand as well, working on the theory that the step they are standing on turns penalties to strength into bonuses. Use Magic Device: 1d20 + 5 ⇒ (15) + 5 = 20 (Success!) Str penalty: 1d6 + 1 ⇒ (1) + 1 = 2

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I guess that would make Malfeas an unwilling target, so can I take that back and target Walter instead? Otherwise, attack roll:
ranged touch attack: 1d20 + 4 ⇒ (11) + 4 = 15 Misses, guess that was lucky?

GM Derek W |

I'll allow you to re-direct to Walter.
Walter feels himself weaken significantly as he steps on the dais, but improves soemwhat as the wand's ray hits him.
8 - 2 + 1 = 7
Walter, still feeling quite feeble, can not make the door budge at all.