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Are we still deaf from the bells?
"Well, now that this..." Pointing at all the shattered glass, "...has been dealt with, shall we look around for any clues to the location of Brackett, or those mysterious guests?"
perception: 1d20 + 7 ⇒ (15) + 7 = 22
"Before we move on from this room, Chyras, please take this wand and use it on all of us. It provides a protection called mage armor. It should help us all in the event there are some fights that break out with enemies that DON'T miss ever time they attack."

StephNyan |

Your ears are still ringing from the bells, but you decide to wait a few minutes at your current position so everyone's no longer deafened.
Kavaki sees there are three options to choose from if you'd proceed: there's the spiral staircase that leads to the congregation hall downstairs, and there's a door on either side of the choir loft.

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"My own armor will be fine, thank you," Traceni replies to Kavaki. "Also, the fairies tell me where to stand."
Traceni pulls a shard out of her arm. "Like this, this was going to be placed in my heart. I'm... I should be fine for now, Branson."
Traceni looks around. "Our ears ring, our windows shatter. This place will fall about our senses before the night is out."
Checking her belongings suddenly, she takes her belt pouch off her belt and empties the contents. Shards of stained glass tumble out of the pouch onto the ground. "No need to carry that... but I'll have to look for my flint and steel later..."

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"I'll make a vote to head through that door 1st." Kavaki points to a door on the left side of the choir loft. "No reason for that particular one, it's just as good as any, I suspect. Traceni, do your friends have any suggestions for which direction to go?"

StephNyan |

When no one seems to object Kavaki moves over to the door on the left and opens it. At the center of the twenty-foot-square room behind the door stand eight stout glass receptacles filled with fluids ranging from clear liquid to green jelly. Warty, fleshy blobs, resembling tiny humanoids, float inside each one. In one tube, a large black eye blinks up and down repeatedly, while in others a creature’s arms wave frantically and a strangely pretty doll-faced creature floats calmly.
Heavy wooden benches ring the room, overflowing with alembics, beakers, ovens, tubes, and alchemical equipment of all sorts. Another stout door stands along the room’s northern wall, and a narrow staircase leads upward along the north wall.
The map's updated.

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"I must say that this is not at all what I was expecting to find here. What the devil is this stuff doing here?"
detect magic
Any knowledge checks to be made here to guess what the heck it all is?

StephNyan |

Kavaki spots three tiny humanoids under the table. When they realize they've been discovered they dart away, trying to keep their distance from the party. They make a variety of weird clicking noises while moving their arms and hands wildly.
A homunculus is a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus's creator determines its precise features; some are more refined looking, but most creators don't bother to improve the creature's appearance beyond the minimum necessary for functioning.
Map's updated.

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Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
"Dese creatures, dey are 'omunculi. Little creatures made of a caster's own blood. Dey are used as spies, messengers and scouts.
Dependin on what de creator wants it to do, its features may vary."
Linguistics: 1d20 + 6 ⇒ (16) + 6 = 22
"Don't 'urt dese little ones. See de frantic movement? It's no spoken language, but dey seem to point out dey mean us no 'arm. Nei'der do dey wish to get injured."

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"What does everyone think? Up the stairs, or through the door?" Kavaki points the index finger on one hand toward the stairs, and the index finger on the other hand towards the northern door. "Unless y'all are intent on playing with the miniture creatures for a bit longer?

StephNyan |

The creature Alanya holds her hand/claw out to makes some more nervous clicking sounds, and crawls up against the wall while waving it's arms about.

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Spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26
"Dese little one's don't speak like we do, but dey do understand common. Dough per'aps one of you should be askin the majority of de questions. I doubt dey've 'eard many accents in deir time."

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Chyras squats down and talks to the homonculi, hoping his accent hopefully not being the barrier he thinks it to be. He'd choose any accent free words as much as possible.
"Little ones, can you tell me what went on? We've seen great tankers in a room back yonder. Also, who made you? Someone kind or bad?"

StephNyan |

The humumculi don't seem eager to answer Chyras, but the scary lady turns out to be less scary than initially thought. The creatures move their arms wildly again, and make some more clicking noises.
Kavaki tries to open the north door, but it's locked. The three humunculi suddenly run up the stairs. they don't look like they're scared anymore.

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An aid other would be nice. He could perhaps decypher the message afterwards.
Linguistics: 1d20 + 6 ⇒ (13) + 6 = 19
"I...tink i get de geast, but i tink i might 'ave missed a bit or two to be sure of de whole message."

StephNyan |

Branson and Chyras are able to partially guess what the humunculi mean to tell them, but some of the details are hard to figure out. There's a mention of a good person, a person who attacked with something spiky, and the air moving wildly and breaking glass. Before the humunculi run off there's also a mention of someone who's gone.

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"Hmmm, so that's wierd. Anyone make heads or tails of that? A good person, a spiky weapon, moving air breaking glass, and a missing person? Could there be a prisoner somewhere?"

StephNyan |

The party ascends the stairs, and arrives on the next floor. This floor (area 7b) contains many valuable tomes. It is especially rich in books about devil-binding and the history of magical constructs, including homunculi.
If the party ascend one more pair of stairs they'll reach the uppermost floor (area 7c) of the tower. This floor is decorated like a home, including both an office (a small marble table and a bookcase filled with tomes detailing the creation of homunculi and other constructs) and, hidden behind several tapestries depicting Aroden and Iomedae, a richly appointed bedchamber. The neatly made bed lies beside a nightstand stacked with several well-thumbed volumes of the Pathfinder Chronicles, with bookmarks flagging some of the more titillating passages.
There's one more pair of stairs, which leads to the roof (area 7d). Here the party can find the homunculi, who are clicking incoherently and beating their chests.
The map's updated with the remaining floors of this tower.

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"I wonder who lives all the way up here."
Kavaki will look around for a name or indication to the owner of the valuables in this tower.
perception: 1d20 + 7 ⇒ (9) + 7 = 16

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"Whoever lives 'ere sure does like twisted experiments.
Plus dat person should make 'omonculi dat speak common, for de purpose of friendly guests."