
GM Ilmakis |

Can you put your character on the map ?
Nothing seems to be "alive" even his Boomer don't seems to want to approach the deep vat.

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Kurik moves in alongside Darius, edging to the left. When nothing leaps to attack, he examines the workdesk in the corner.

GM Ilmakis |

As Kurik looks around, nothing of interest catch his eyes.
After a while, everyone is certain that except for the strange viscous tarry sludge in the vat, there is nothing remaining of the experiences conducted in this place.
The last place to look for seems to be behind the door. After checking for traps and finding none, Darius opens the door.
A short corridor leads to a small, unadorned chamber mades of interlocking natural stone blocks and has a low, claustrophobic ceiling, as if to discourage individuals from lingering here.
At the back of the niche you see a metal switch.

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Double Perception Checks at +28: 2d20 ⇒ (20, 6) = 26
There, on the south wall, nine of the stone blocks are merely panels arranged in a 3-by-3-panel matrix. Perhaps that would warrant further investigation.
And what have we here? On the west wall Faldoc finds a hidden panel that conceals a compartment containing 3 magical items: a cloak (moderate transmutation aura), an headband (strong transmutation aura) and a bracelet (strong conjuration). Perhaps one of you might be able to figure out what these actually do?
At the back of the niche there seems to be a metal switch. I wonder what that might do...

GM Ilmakis |

Darius is able to recognize a cloak of the bat, an headband of mental prowess +2 (Wis, Cha) but not the last object.

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Faldoc will examine the switch in an attempt to determine its function, wondering if it has to do with the panels he discovered on the wall.

GM Ilmakis |

The switch seems to activate something related to south wall's panel.
Shirley is also able to sense a strong magical aura of transmutation on the south panel

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Kurik examines the bracelet as well. Spellcraft: 1d20 + 14 ⇒ (18) + 14 = 32 "Hrmm."

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Faldoc will take a look at the 3x3 panels to see if there is anything written on them and such.
BTW, does anybody want to claim the headband or the cloak? I may see if I can use the headband.

GM Ilmakis |

Kurik is able to understand that the bracelets are bracelet of firends
After a thorough search, Faldoc is persuaded that nothing is written on the panels and that they can be moved.
He is also certain that the switch is tied to the south panel as it must be able to open something.

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Notifying her master Darius inspections the magical aura of transmutation from a distance..
"Might have a trap on that southern panel Faldoc."
Know Arcana on the spell: 1d20 + 23 ⇒ (12) + 23 = 35

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"Hmm.. Maybe we should try the metal switch? There seems to be some sort of ethereal jaunt spell on the puzzle or something similiar anyways.."

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Well, I'm not sure what else we can do.
Faldoc will give the switch the proper examination before actually activating it.
I assume I can take-20 on any allowable checks, you can roll for me if others are needed, I don't mind.

GM Ilmakis |

The switch itself is not trapped but Faldoc is certain that it's linked to the panel on the south wall.
May be they miss some information to know what to do exactly with the switch and the panels.

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"It must be something hiding in plain sight, and we just don't recognize it. What about those journals?"

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We reviewed some of the journals, anything of importance there GM?
"Not sure, it's obviously a puzzle of some sort. I'm not sure either."
Any checks to help the obvious out?

GM Ilmakis |

I've gave you all the clue I can, the true clues are deeply hidden* in the journals/notes Basalte is moving outside.
*to find them you need to use the Research subsystem (see Pathfinder RPG Ultimate Intrigue 148).

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"Well it appears we have done all we can here. I suppose we'll have to move out and go through the journals thoroughly before continueing. I guess we'll just hope noone escapes while we are doing that."
Move out the start picking through journals.. I have no clue what the Research Subsystem is..

GM Ilmakis |

Sorry for the delay, must have search for the rules and copy them here
As the Pathfinder begin to look through all the records, they understand that it's quite complex to go through.
For your research you can use Craft (alchemy), Knowledge (arcana), Knowledge (dungeoneering) or Knowledge (planes). The research complexity is 28 so to help you need to be able to have at leat +8 in one of those skill.
An anthropological diversion documents at least 30 communities of caligni living in the Darklands beneath Nidal, along with much of their biologically distinct caste system, culture, and religion.
fragments of one or more mysterious, otherworldly consciousnesses that could be pieced back together like a broken vase. She suspected that by drawing upon her distant funders’ deep pockets, she might gather the
resources to succeed.
Following the early recombination experiments—the records of which are now kept only in the Kramolag’s private lab below—the owbs appeared to be comatose, yet maintained a hint life and awareness. You learns that the dark columns here contain the owb experiments, and it is possible to learn unrecorded secrets from them as if they were a second library.

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That excludes Kurik from helping then.

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Then Darius and Shirley are our only other options with a +2 from Kurik.

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Faldoc does have +11 Dungeoneering but I'm hoping somebody has a better modifier before he takes the lead.

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My bad, missed that. So only half the party is sitting out.

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So I guess Darius gets to roll a lot of dice to see how long it takes us.

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@Faldoc on your character sheet, you only have +5 in dungeoneering
Absolutely right. I use Hero Lab and still had "Favored Enemy" checked, didn't realize it applied to a skill like that. yep, +5 it is.

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Ok I think I understand all this.. Shirley and Kurik assists for +4 to my rolls.
First 8 hour period check.
Know Arcana: 1d20 + 21 + 4 + 1 ⇒ (15) + 21 + 4 + 1 = 41
Damage: 1d12 + 6 + 2 ⇒ (8) + 6 + 2 = 16
He explains the damage 10 and 15 spoilers to the group.. Please read them yourselves.
"Can anyone read Darkfolk? Comprehend languages would be good to memorize tomorrow if not."
Assuming we must sleep now before we can continue researching..
"Shirley can keep watch since she does not need sleep."
Assuming we have to rest now GM. Let me know when I can roll again.

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"I have the gift ready for once today. If you think we need a longer time, I can pray for it again in the morning."

GM Ilmakis |

For this particular scenario, one "round" of research takes less than 8hours, more like between 1 hour and 30 minutes.
You can finish the research quickly, rolls until you reach the last spoiler.

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Know Arcana: 1d20 + 21 + 4 + 2 ⇒ (19) + 21 + 4 + 2 = 46
Dam: 1d12 + 6 + 3 ⇒ (6) + 6 + 3 = 15
That breaks the 30, please everyone read the spoilers.
"Well I guess we know what's in the column now. Perhaps the true seeing scroll will help us solve the etehreal puzzle as well."
What checks would be neccessary to study the Owb's as a second library?

GM Ilmakis |

As Darius finish to go through the last piece of information with the documents of the facility records, he understand that they could communicate with the Owb trapped inside the black column. He thinks that it will be more a discussion between them and the semi-conscious creatures rather than a wormbook job like his previous research.
Research Check Diplomacy, Knowledge (planes) or Sense Motive.
The complexity is 31, so to be a lead researcher or to help, you must have at least a +11 bonus in one of those skills.

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Unless someone has better than +23 on any of those Darius will take the lead again, with Shirley assisting again. It looks like Kurik or Dudley can assist with diplomacy as well.
Darius touches the glass and attempts to gather info on the creature.
Know Planes: 1d20 + 23 + 4 + 1 ⇒ (8) + 23 + 4 + 1 = 36
Dam: 1d12 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Not sure how much damage I need to do.

GM Ilmakis |

Please place your characters near the columns
At the same moment you learn this name, you hear a voice in your head “Do you accept?” I must tell you that if you accept you will gain a potent boon.

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Marking off Comprehend Languages. Let me know if Barkskin is still active. 100 minutes from the battle in the smoke.
Linguistics: 1d20 + 10 ⇒ (3) + 10 = 13
Whelp, no nat 20 here.

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Darius explains the first tab and continues on.
Know Planes: 1d20 + 23 + 4 + 2 ⇒ (1) + 23 + 4 + 2 = 30 well then.. Looks like it gains 6 damage back..
try again unless something interrupts him.
Know Planes: 1d20 + 23 + 4 + 2 ⇒ (10) + 23 + 4 + 2 = 39
Dam: 1d12 + 6 + 1 ⇒ (7) + 6 + 1 = 14 up to 19 damage, explain the 15 point tab.
Does a Tongues spell help with the linguistics? Shirley has it constant caster level 14.
Know Planes: 1d20 + 23 + 4 + 2 ⇒ (5) + 23 + 4 + 2 = 34
Dam: 1d12 + 6 ⇒ (5) + 6 = 11 up to 30 now, informing the group of all the spoilers. Not sure about the linguistics one atm though.
"In the name of science I accept."

GM Ilmakis |

Darius hear the same voice in his mind BE GIFTED!
Something from the Shadow Plane or beyond offered you power, and you accepted. You are now corrupted by the Shadow.
The corruption manifest as follow:
Your eyes change, adapting to a life in the shadows.
Gift: You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Perception and Stealth checks. At manifestation level 3rd, the bonuses increase to +4.
Stain: Your eye color fades to a dull gray and your eyes overreact to light. You gain light sensitivity, causing you to be dazzled in areas of bright light.
And you can choose between:
Wretched Pain
Inflicting pain is one of the few sensations that still stirs you.
Prerequisite: Eerie perception*.
Gift: Whenever you deal weapon damage to a creature that you are flanking or a creature that is denied its Dexterity bonus to its AC against you, you can inflict a painful wound as an immediate action. The target must succeed at a Fortitude saving throw or be nauseated by pain for 1 round. If the target succeeds at the save, it is sickened for 1 round and becomes immune to your further uses of this ability for 24 hours.
Stain: Your eyes turn a milky white, utter black, or pale yellow, making you appear blind although you can see normally in most circumstances. You gain light blindness, causing you to be blinded for 1 round whenever you are exposed to daylight or another source of bright light and dazzled for as long as you remain in bright light thereafter.
OR
Frightful
Fear lingers in your mind, and you can spread it to others. Gift: You have a knack for guessing just how to scare others.
Gift: You gain a +2 bonus on Intimidate checks and the DCs of fear effects you create increase by 1. At manifestation level 3rd, the bonus on Intimidate checks increases to +4 and the DC increases by 2 instead of 1.
Stain: Your hair loses its color and your sleep is interrupted by nightmares that never leave your mind. You take a –2 penalty on saving throws against fear effects, and you lose any immunities to fear you might otherwise possess. You gain immunity to effects that would remove your fear (such as remove fear). At manifestation level 3rd, the penalty changes to –4.
OR
Emptiness of the Void
Friends and allies are just people you can hurt more deeply.
Gift: The darkness in your soul can draw in the life force of allies. Once per day when you take ability damage, ability drain, or hit point damage, you can divide the damage or drain evenly between you and one ally within 30 feet. You can do so only if the damage or drain would reduce your ability score or hit points to 0. The ally can attempt a Will save to resist the link. You can activate this ability as a free action, even if it isn’t your turn.
Stain: You struggle to remember the meaning of alliance and friendship. You can’t benefit from or use the aid another action.

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"Accept what now?

GM Ilmakis |

After Darius explains what he discovered with the help of the others and prononce a strange phrase, the owbs become agitated at the mere thought of what they once were, and they escape their prisons by using shadow step.
Init Darius: 1d20 + 11 ⇒ (13) + 11 = 24
Init Kurik: 1d20 + 3 ⇒ (16) + 3 = 19
Init Dudley: 1d20 + 4 ⇒ (9) + 4 = 13
Init Faldoc: 1d20 + 10 ⇒ (5) + 10 = 15
Init2 Faldoc: 1d20 ⇒ 16
Init2 Owb: 1d20 ⇒ 8
Round 1 (bold may act)
Darius
Kurik
Faldoc
Owb
Dudley
If they hit with more than one of its claw its victim could stagger it or stun.
Also as a standard action, a conjoined owb can conjure a ball of ickering ames and hurl it at an opponent. The ames can be thrown as a ranged touch attack at a range of 120 feet with no range increment, and it deals some unholy damage. Three times per day, the conjoined owb can choose to have these ames explode when they strike, dealing their unholy damage to all creatures within 10 feet of the target.
Constant—blur
At will—deeper darkness, detect thoughts (DC 15), dust of twilightAPG 5/day—shadow stepUM

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Wrected Pain. Are these temp buffs or?
You all see Darius's eyes turn to a dull grey and he becomes slightly more pale than before.
"I just released you and you wish to attack me! Fine then!"
Know Planes: 1d20 + 23 ⇒ (16) + 23 = 39
"It is immune to cold and has a blur effect going!"
Darius 5' steps behind pink and uses spell combat to auto cast Displacement on himself. He then activates his arcane pool as a swift action to buff his weapon to +5 and shocking. He attacks pink twice after.
Attack 1: 1d20 + 22 ⇒ (17) + 22 = 39 vs FF AC
Attack 2: 1d20 + 17 ⇒ (14) + 17 = 31
Confirm 1: 1d20 + 22 + 10 ⇒ (17) + 22 + 10 = 49
Miss Chance: 2d100 ⇒ (62, 4) = 66 miss 2nd attack..
Dam 1: 1d6 + 21 + 2d6 ⇒ (2) + 21 + (2, 3) = 28 Damage is +7 vs Outsiders with Bane.
Crit Dam 1: 1d6 + 21 ⇒ (6) + 21 = 27
Plus DC 20 Fort or be Staggered for Rounds: 1d4 ⇒ 3, if it saves Staggered for one round instead.