Isabella Aldori |
Isabella has been silent for a bit, while looking closely at things detect evil. She now speaks up again
"I am inclined to go to the right, based on the assumption that whatever Valais demonic flesh wants can't be good. No offense Valais, I know you are not a demon."
"Also note that the righteous and humble are probably in the line of thinking of that Kalavakus demon. We have seen that creature before and it slit throats on the panel. Being humble for that is not my intent. My master is the Inheritor and I have not seen her perfection in this place. I have faith in that we should go right."
Shonne: I have no scroll of comprehend languages. I mentioned that I should make it into a habit to equip my non-casters with it as currently only my casters have a few each.
Bunk Envoy of Balance |
Bunk squints and turns to speak to Valais...
"Wait a minute. Valais... Does the demon always expresses himself like this? Or..."
GM Karma |
Valais seems confused for a moment. ”Ah, true… I know the demon talks through me sometimes, but before this I have not been able to hear it. “
Then she shrugs, and continues ”Well… It’s a sign that we are on the right track. Besides, this gives me a chance to learn what I sound like most of the time. YOU WILL HEAR AND OBEY. I’d heard that demon spoke with an inflated sense of self-importance, but it’s fascinating to observe it myself. YOU WILL REGRET YOUR IMPUDENCE WHEN YOU COWER AT MY FEET.”
Then Valais extends his hand and grabs the flail in the statue. With a puzzled look on her face, she removes the weapon from the statue - quite effortlessly as well. ”I… I just knew I could take this. Do you want it? As I said earlier, I would like to avoid fighting.”
Three is in favour for going left, two for going right? So left you go? Is Adeah still going first?
edit: Isabella doesn't detect any evil except for the flesh patches back where they came from.
Isabella Aldori |
I think it is like this:
Left: Adeah, Shonne
Right: Bunk, Isabella
Undecided: Iskar
My vote was to the right simply because I read Valais statement as her demonic parts want us to go left and her humanoid part desires to go right. I'm fine with either direction.
"No thank you Valais, I will trust on my sword. That flail is too heavy for me"
When we move on
"Adeah, shall I take point again?"
Iskar |
"Tis a kind gesture Valais, but that measly tool doesn't suit me."
Looking between Isabella and Adeah, "We'll follow if one of you wish to scout the path."
Shonne |
Shonne scouts ahead while the whole 'red zone / white zone' thing is being discussed.
stealth: 1d20 + 8 ⇒ (7) + 8 = 15
perception (listens CLOSE to the door): 1d20 + 8 ⇒ (4) + 8 = 12
Shonne moves forward agitation apparent in her posture.
For people who would be lucky to see even a single century of time, they are all rather good at wasting it! .... Perhaps that is unfair. Perhaps it is this place. More agitation.
GM Karma |
Shonne and Isabelle lead the way as the Pathfinders choose to go left from the intersection. Almost immediately after stepping into the corridor, Shonne realises he steps on a runic symbol that starts shining upon contact. Other than that, no harm seems to come from the symbol.
After 20 feet there is a door on the left, but beyond the door Shonne merely covers an empty room with collapsed ceiling. After this door, the path starts to turn right, eventually leading to another door. Neither Shonne nor Isabelle spot any traps on the door, but find out that the door is locked. However, the lock and hinges are damaged, perhaps when the door sank into the ground.
Beyond the door, Shonne hears only complete silence.
DC 25 disable device or DC 22 Strength check to open it.
Bunk Envoy of Balance |
Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
"That is a symbol of persuasion. The demon wants to charm us."
Bunk touches nervously his holy symbol.
Isabella Aldori |
Do we get a save for the symbol?
"Can we do something against that symbol Bunk? How long will it's effect last?" Isabella asks.
"Is one of you any good at opening this door?"
Zaas |
"Let me take a look" states Zaas as he approaches the door.
Sitting on his hind legs in front of the door, he takes some strange looking tools from Iskar. The half-orc standing behind him mumbles to himself and touches the creatures back.
Disable Device: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30
MWK Tools and +1 from guidance
"There you go miss."
Iskar takes the tools and returns them to his back pack as Zaas steps out of the way.
Shonne |
"That is a symbol of persuasion. The demon wants to charm us."
Bunk touches nervously his holy symbol.
"Perhaps not all of us." Shonne says darkly looking back toward Valais.
Shonne uses detect magic tell to whether or not the spell has discharged.
Next door Shonne waits for the others to form up. Her spear is at the ready.
GM Karma |
Valais spreads her arms, looking confused by Shonne’s accusing gaze. ”I only said we should be careful YOU OBEYED AND TURNED LEFT. EXCELLENT!”
Shonne’s Detect Magic does not show any magic lingering in the symbol, so it looks like the magic has been discharged. To confirm her suspicions, the elf sees a moderate enchantment aura emanating from Adeah, Zaas and herself.
With surprising ease, Zaas grabs the tools in his front claws. He inserts the picks into the lock, and after a few seconds of work he hears a satisfying click. The door is unlocked, and the eidolon pushes it open.
Pale white walls covered in seemingly random splotches of pastel paint comprise the only decoration in this otherwise empty room. In the center of the room is a pedestal with a single glowing shard lying atop it. A dazzling bright light shines from nowhere in particular. Some phrases are written in the walls around room. The language is the same as before, but this time they are written with various means - scribbled with some sharp object, or written in dried blood. One must get closer to be able to read them.
Shonne can detect magic coming from the glowing shard.
Shonne |
knowledge (arcana): 1d20 + 7 ⇒ (4) + 7 = 11
spellcraft (+2 to ID item): 1d20 + 8 ⇒ (2) + 8 = 10
"I don't understand theses. And.... some of us have become compromised. Bunk said that the strange glyph had been a symbol of persuasion. Magic that affects the mind and makes you more pliable to the caster. I think that Adeah, Zaas and myself have been affected. I can see the magic of it upon us."
Isabella Aldori |
Isabella peers into the room, trying to determine whether it is save to step in.
perception take 20: 20 + 8 = 28
Thanks GM, I will mark of one use of charmed life
Bunk Envoy of Balance |
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge (Arcana): 1d20 + 12 ⇒ (14) + 12 = 26
Bunk pulls out a wand of protection from evil.
"I don't know. This may help."
Touches the three of them.
"This might help."
GM Karma |
Bunk's protection spell gives Shonne, Zaas, and Adeah a new chance to ward off the magic controlling their minds.
@Shonne, Zaas, and Adeah: make a new will save, with a +2 morale bonus.
Isabella carefully inspects the room ahead, but she finds nothing that wasn't visible to the naked eye already.
Adeah Silversong |
"Mind control magic? Huh. I don't feel any different..."
Will: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
-Posted with Wayfinder
Iskar |
Iskar mumbles a few words of encouragement and touches Zaas left shoulder.
cast guidance
Zaas |
Will Save: 1d20 + 1 + 2 + 1 ⇒ (20) + 1 + 2 + 1 = 24
+2 Prot, +1 Guidance, and an additional +5 if enchant...but don't think I need it this time
Iskar |
Its unlikely I'll roll high enough on spellcraft. Iskar casts detect magic and studies the it from a safe distance.
"Hmmm...I may be able to help someone else figure it out."
Spellcraft to Aid another: 1d20 + 9 ⇒ (10) + 9 = 19
if some else tries, I'll cast guidance on them as well. Granting +3 total with the aid
Shonne |
Will save (+2 v enchantment, protection from evil): 1d20 + 5 + 2 + 2 ⇒ (19) + 5 + 2 + 2 = 28
spellcraft (aid, guidance): 1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27
GM Karma |
Zaas and Shonne are un-charmed with their successful saving throws. Adeah wasn't so lucky
Isabella steps into the room. But despite all her careful searching, she feels she triggers some malign magic as she enters.
Valais, now all too eager to move onward, enter the room along Isabella. As soon as she steps in, she staggers for a few moments. Then she starts swaying and giggling. "Oh, my dearest friends... How wonderful it is to see you again!" With a blissful smile (as much as the demonic appearance allows) she tries to give a hug to Isabella.
The Prison of happiness, round 1
You're not in initiative, but I'm keeping count of the rounds
Isabella Aldori |
"It is indeed wonderful to see you again! Did you see how I finally managed to perform Aldori's fifth drill without faltering! After all these years I thought it would never come to me..."
Iskar |
"Uh...guys? What are you doing? You ok?"
Iskar casts guidance on himself
Will Save: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Phew, that was close
Stepping into the room, Iskar looks around to see if there are any threats they'd missed from the doorway.
Cast Detect Magic
Iskar looks around at his other companions. "Anyone have any ideas here?"
Isabella Aldori |
"Never been better you big brute!" Isabella removes herself from Valais' hug and pounds the half-orc on the shoulder.
"Did I tell you about the dream I had of Iomedae? She appeared to me and told me that we have a sacred duty to those that did not get born in the same circumstances we were born in. It is so real, I can almost touch her!"
Iskar |
"Zaas, जब तक हम यह आंकड़ा बाहर वहाँ रहते हैं।"
"Ma'am, why don't you go tell Zaas about your encounter with Iomedae. He finds the religious beliefs of others intriguing. He also enjoys having his back scratched."
If you desire a Bluff roll: 1d20 + 2 ⇒ (19) + 2 = 21. I'm just wondering if the effect breaks if she leaves the room.
Adeah Silversong |
Seeing the bizarre level of happiness overcoming a few of her allies, Adeah opts to hang back for now, stifling a giggle at the sight of Isabella and Valais embracing. "Hey. Lovebirds. See what's behind that door, will you?"
GM Karma |
Iskar steps into the room and feels no ill effect. Probably whatever triggered the spell has gone already. Inside the room he can see the opposite door is locked just like the one the Pathfinders came through just a moment ago. DC 25 disable device or DC 22 Strength check to open it. With a closer look, the scribblings on the walls can be now read more easily.
”Go away”
“I don’t love you”
“You bring me nothing but pain”
There is indeed an explanation behind Valais’ and Isabella’s strange behaviour - Bunk and Iskar can detect magical auras on them (in addition to the magical aura from the shard).
”Oh, no, no no no.. Why would I ever leave?” Valais answers to Iskar’s attempt to lure her out. ”I am living the best time of my life” Valais laughs, rests drowsily on a wall until bursts into another giggle. Persuasion (or intimidate) might help to make her leave
Prison of Happiness, round 2
Iskar |
Oooo Intimidate I can do!
"I didn't stutter I said MOVE!" Iskar gives her a hearty shove towards the doorway.
Intimidate: 1d20 + 15 ⇒ (1) + 15 = 16
ha! Maybe not so much...
"You know...if you want..." he adds. "Zaas, I believe its safe now."
Perhaps I can do better with this scrawled text.
Cast guidance
Linguistics to read Hallit: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Zaas |
"Aye my friend. I'll set up next to the door across the way."
Zaas wanders over to the opposing door and gets set up. The half-orc casts a spell on him and hands him the tools he had earlier.
Disable Device: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30
+1 guidance, +2 tools
Isabella Aldori |
Isabella walks over to Zaas and leans on his backside. "Now Iskar told me you want to know everything about Iomedae and my revelation that we carry a burden to make the world better for everyone. So I will start at the beginning. I was born a noble, technically I still am one, and although we are minor nobility we did have our fair share of land, money and servants..."
GM Karma |
@Iskar: you can open the spoiler for the Hallit texts.
Valais bursts out in laughter as she observes Zaas picking the lock with his front claws. Despite this, the eidolon manages to easily open the lock, and open the door.
Beyond the door, a hallway continues and turns right. It leads to a unlit room, where the walls are covered with patches of flesh, just like near the entrance to the temple. From the room, a hallway continues onward, and later turns to right. A massive door, crafted of iron and bone, blocks the way west.
A mural of human and animal bones on the walls depicts humans and woodland creatures in a forest. On the left side of the door, humans kneel before a massive tree. Between them is a thumb-sized hole. On the right side of the door, a man slits his own throat, blood pooling on the trunk of the tree. In the carving of the bloody pool is another thumb-sized hole.
In the magically-lighted room, Valais snorts and dismisses Iskar's empty threats. Then she starts roaming around the room, dreaming of her adventuring days.
Valais and Isabella refuse to exit the room by themselves. But they can be persuaded/intimidated, or forcibly removed. Or then you can wait and see if the effect ends
Back from the entrance, the party can hear the sounds of the Sarkorians entering the temple. "Is it safe? Can we move further inside?" they holler, obviously very eager to enter the sacred place of their ancestors.
Prison of Happiness, round 3
Isabella Aldori |
Isabella moves around the shard, while mimicking stances from her weapon training. Her sword is still in it's scabbard.
Iskar |
"The words say something along the lines of 'I don't love you...go away...you bring pain'"
We need to get these two out of this room. I'll give it another try.
Cast Guidance on self
"You are useless here, perhaps the next room will be different. Move your meat Isabella, lest I move your pitiful hide for you!"
Intimidate: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Cast Guidance on Self again
Iskar then turns to Valais and adds, in a more gentle tone, "Guide, would you do me the honor of riding upon my friend here? His saddle is quite well made. I believe the pair of you would make a pleasing image."
Diplomacy: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Iskar proceeds to whisper "एक बार वह सवार है, जल्दी से मेरे दोस्त को अगले कमरे में सवारी।"
The half-orc draws a wand and begins to cast a spell. "Valais, if you'll allow, I need to adjust your size for but a moment first."
Wand of Reduce Person if Valais allows him to proceed. If not, he'll put away and hope someone else has better luck.
Zaas |
The outsider nods his understanding to Iskar and prepares to dart through the doorway as soon as Valais is securely seated in the saddle.
Isabella Aldori |
"Jeez! No need to be so harsh against me! Take it easy brother, we are all one happy family here" Isabella reacts before she hugs the half-orc "Sorry, I did not want to snap at you, that was uncalled for"
She does leave the room though. I assume, it's up to the GM ;-)
Adeah Silversong |
I can't remember the last time I was as happy as that spell, or whatever it was, made those two, Adeah thinks as she moves on with the others. "Let's hope there aren't any more of those. Imagine getting hit by one when you've got something trying to eat you. I wonder if Iomedae's finest over here would've tried to hug it," she says with a smile.
Iskar |
Looking at Isabella with a toothy grin he states, "I apologize m'lady. My previous attempt with respect to ones feelings was short of the mark. How are you feeling now?"
Shonne |
Back from the entrance, the party can hear the sounds of the Sarkorians entering the temple. "Is it safe? Can we move further inside?" they holler, obviously very eager to enter the sacred place of their ancestors.
intimidate: 1d20 + 5 ⇒ (10) + 5 = 15
"NO!"
Shonne fingers the haft of her spear, a tried and true traquilizer.
GM Karma |
Shonne's growl is first met with utter silence, and a moment later a faint reply echoes through the hallways: "Understood. We wait here."
Valais nods enthusiatically to Iskar's suggestion, and allows him to use the magic of wand. Now smaller, and slightly less gruesom, she mounts Zaas and giggles as the eidolon carries her away. With a few well-chosen strong words, Iskar ushers Isabella to follow. The hallucinations of happiness go on for another minute, and then the two start waking into the reality. While waiting for the two dreamers to sober up, the rest of the party have a change to investigate the hallway further. They just find out it goes around to return to the statue.
I moved everyone to the room with the double doors. Adjust your tokens if not happy with the placement. And if you want to do anything in the room where Isabella and Valais started hallucinating, just post it.
Room description, repeated from the post above
A massive door, crafted of iron and bone, blocks the way west. A mural of human and animal bones on the walls depicts humans and woodland creatures in a forest. On the left side of the door, humans kneel before a massive tree. Between them is a thumb-sized hole. On the right side of the door, a man slits his own throat, blood pooling on the trunk of the tree. In the carving of the bloody pool is another thumb-sized hole.
As soon as Valais comes to her senses, she spots the door, and stares at it in awe. “We’re so close now. We need to find a way to open this door. TOUCH THIS DOOR AND I WILL TEAR YOU TO PIECES.” Then, suddenly she exhales in pain, grasping tightly the part of her arm where the human part meets the demonic flesh.
Adeah Silversong |
Adeah studies the wall murals. "Well I would guess someone needs to bleed into this hole," she says, indicating the right side. "But I'm not sure what we'd have to do to this one." She indicates the left. "Full disclosure, my blood is part angel-- you might've noticed the wings. In case anyone thinks that could make a difference here."
GM Karma |
The holes are likely part of the mechanism to open the door. It looks like some sort of keys need to be inserted.
Shonne |
Too small to fit any portion of the flail we retrieved, I assume.
perception: 1d20 + 8 ⇒ (3) + 8 = 11
After Zaas gets a good look at it, and after she has cleared everyone from in front of the doors Shonne probes the two holes (in order of description) with an arrow.
Iskar |
"I agree with your assessment of the one requiring blood. The other one...perhaps needs an evil outisder's hand? Or a human to bow before it and exhale? Zaas, would you see if you can bypass the mechanics for us?"
Cast Guidance on Zaas
Zaas |
"With pleasure. Hopefully my luck continues."
The quadruped sets back before the door again, taking the tools from Iskar. Trying to concentrate, he slips the tools into the door and fiddles with the mechanics.
Disable Device: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
+2 tools, +1 guidance
GM Karma |
Isabella's blessed gaze detects a faint evil aura from the patches of flesh on the eastern wall, but nothing from the door. Perhaps this time the door is just a door. Zaas tries his lockpicks on the door, but the locking mechanism is far more complex than anything he has seen before. After a while, eidolon has to give up the futile attempt to pick the lock - his skills are just not enough.
Shonne measures the flail picked off from the statue, but realizes the shaft is too thick to fit in the holes. Perhaps something else in the temple would work as the keys.