| Professor Lucius Mermont |
Well let us continue past the library and see what lies through the door.
Lucius is reluctant to leave the library and the books he's comfortable with but nods in agreement, "These books are all very interesting but I don't think they'll help us get out here."
He added, "Before we leave though, let me take a closer look at Dr. Losandro..."
k. planes: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (3) = 18
Please see my PC sheet if the knowledge is something else other than planes. I have all the knowledges at either +8 or +9 (+1d6) except nobility
Jean-Philippe St.Onge
|
"Might we chance touching the doctor?"
Saying a small prayer, he prepares to volunteer. He silently wonders if shooting the good doctor might solve our problems.
Cast guidance on myself
| Keith S. |
The Professor, in consultation with Jean Phillipe, believes that they doctor is affected by some sort of spell related to summoning. Perhaps some sort of gateway.
He is pretty sure the "doctor" isn't in her body anymore.
Remember if you get within 5 feet of the doctor, you will need a DC12 will check.
| Keith S. |
Assume they are muttering and talking out loud, and Trevor understands the conversation, if not all of the big words.
Jean-Philippe St.Onge
|
"We think the doctor was talking to our companion, maybe she has more to say," as he reaches to touch the doctor, he holds a pistol at the ready.
will plus guidance: 1d20 + 8 ⇒ (5) + 8 = 13
| Keith S. |
JP finds a set of keys on the doctor (of which several fit doors to this room and the previously locked desk drawer) but several that have no obvious use here.
The woman is catatonic (if that is the right word) and stiff. She appears dehydrated as well as bleeding from her ears and nose.
Jean-Philippe St.Onge
|
This isn't a haunt is it? I'd like to detect magic.
religion: 1d20 + 4 ⇒ (9) + 4 = 13
| Professor Lucius Mermont |
"We think the doctor was talking to our companion, maybe she has more to say," as he reaches to touch the doctor, he holds a pistol at the ready.
Seeing Jean take a closer look at the doctor, Lucius takes a step forward. However, the drawing of the gun stops him in his tracks.
"Maybe I'll wait here until you examine her."
He looks around the room to see if anything was missed.
-------------
perception: 1d20 + 6 ⇒ (5) + 6 = 11
| Keith S. |
It / she is not a haunt. She does radiate some magic, as does the wisping smoke / fog. Conjuration or summoning magic is present.
You also sense a strong psychic component, but it comes and goes.
Jean-Philippe St.Onge
|
Returning the pistol to his belt, "I have no water to give her, let's go."
| Professor Lucius Mermont |
Returning the pistol to his belt, "I have no water to give her, let's go."
Lucius shrugged, "So nothing other than the keys on her then? Were there any locked doors that you could not get through?"
The professor tapped the pouch with this tools, "While I have some skills with mechanical devices, I always prefer to use keys..."
Jean-Philippe St.Onge
|
"Lots of destruction and a giant eye, but nothing locked," accepting the water and dripping it into her mouth from above the fog. "And the keys are all yours, I tire of this place, and this insanity, let's go end it. Good doctor, if this is your doing, we will be back to settle accounts," he tosses the keys to the professor.
-Posted with Wayfinder
Lazare
|
Trevor, I like that the fancy ones here are pretending to do all the work. When they know, eventually you and I will have to do all of the heavy lifting the halfling chuckles as he ribs the orc, attempting to sound macho. Bluff: 1d20 + 3 ⇒ (15) + 3 = 18
Jean-Philippe St.Onge
|
"As you wish, ma petite souris," giving the mouser the tiniest possible bow and a considerable smirk. "Je suis un chat parmi les pigeons"
| Keith S. |
You head into the hallway, opening the two doors in the south.
The western room is filled with rubble, and nothing of use can be found there.
The eastern room is full of files; some drawers are open and hundreds or thousands of parchments litter the floor.
The small room even further west contains more files. The walls are covered by filing cabinets, except for one space where a battered old painting of a somber, towering structure hangs.
Also rooting through this room is a woman in a yellow robe, a dagger clutched in her hand. She looks up and hisses as the door opens with Trevor standing there.
She flings herself at him, dagger flashing!
attack Trevor: 1d20 + 3 ⇒ (5) + 3 = 8, but Trevor easily sways away from the attack.
Players may go, and bash this cultist about!
Jean-Philippe St.Onge
|
musket : 1d20 + 4 ⇒ (2) + 4 = 61d12 ⇒ 4
-Posted with Wayfinder
| Professor Lucius Mermont |
Lucius was appalled at the reaction of his new companions, "Wait, do we need to kill her? She obviously knows more about this place than we do. Can I try something?"
Without waiting for an answer, he started chanting; it sounded like a friendly tune and reminded them of good times and companionship.
----------
cast charm person, will save DC 14 o resist
HP 19/19
AC 15, touch 12, flat-footed 13
Conditions:n/a
Melee (rapier): +2 = +1(base) +1(STR)
Melee Damage (rapier): 1d6+1, 18-20, x2
Ranged (pistol): +3 = +1(base) +2(DEX)
Ranged Damage (pistol): 1d8, x4, 20’
+1 to damage with arcane strike as swift action
7/7 inspiration
3/4 1st level spells
Jean-Philippe St.Onge
|
"We just interrogated one and he told us literally nothing."
| Keith S. |
The Professor attempts a charm spell!
DC14 will save: 1d20 + 1 + 5 ⇒ (16) + 1 + 5 = 22, and the spell has no effect.
Someone bot Faradin (he has a pistol as well as a rapier but it is med sized not halfling sized)
And, I forgot to mention, AC12 for the bad lady.
| Professor Lucius Mermont |
Lucius stopped singing and excused himself, "I think you guys are right; she does not want to be my friend. Go figure."
Still deciding whether to shoot or stab her, the professor whips out his rapier "You know I used to be pretty good at this. I think..."
------------
BOTTING LAZARE (I didn't see the pistol in his PC sheet so rapier it is)
rapier to hit: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d4 - 1 ⇒ (1) - 1 = 0, 1 minimum
critical?
rapier to hit: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d4 - 1 ⇒ (1) - 1 = 0, 1 minimum
| Keith S. |
Hah, my bad, yes bot LAZARE, not Faradin.
The cultist is beat up without a doubt, but snarls and keeps swinging. You note that she is frothing at the mouth a bit!
attack Trevor: 1d20 + 3 ⇒ (6) + 3 = 9, but misses again!
Players may go. Assume she is surrounded (flanked) and is AC12.
| Keith S. |
With a solid, final blow, Trevor crushes the skull of the cultist and she drops, dead.
The eastern room is full of files; some drawers are open and hundreds or thousands of parchments litter the floor.
The small room even further west contains more files. The walls are covered by filing cabinets, except for one space where a battered old painting of a somber, towering structure hangs.
Your are currently in the smallest western room. Neither room has been searched.
**Modified the map to show the extent of the building; I figure you could have figured that out from your conversation with Winter.
The northern end is where the cult is holed up.
| Professor Lucius Mermont |
Lucius slowly puts away his blade, "Or we can do that."
"Good job, sir. Excellent swing."
He then started looking at the papers in the room for anything that can help them figure what's going on and how to get out of here.
------------
perception: 1d20 + 6 ⇒ (11) + 6 = 17
Jean-Philippe St.Onge
|
After reloading, he starts searching the rooms for clues, scowling as he goes.
1d20 + 9 ⇒ (16) + 9 = 25
| Keith S. |
JP's keen eye notices that the painting hangs a bit askew; moving it he discovers it easily lifts down revealing a small (2 foot by 2 foot) brass door behind it.
It has a small key hole and brass latch.
Jean-Philippe St.Onge
|
"Here is a lock, Professor," he calls out as he checks it for anti-intrusion devices and mouse-kin tracks.
perception: 1d20 + 9 ⇒ (16) + 9 = 25
| Professor Lucius Mermont |
"Here is a lock, Professor," he calls out as he checks it for anti-intrusion devices and mouse-kin tracks.
"indeed. And I have keys."
The professor first checked for traps and then tried the keys they had recently acquired.
---------------
If that doesn't work then he will try and disable the device.
check for traps: 1d20 + 7 ⇒ (15) + 7 = 22
disable device: 1d20 + 8 ⇒ (4) + 8 = 12
| Keith S. |
One of the keys on the ring works in the lock.
In this small, locked cubby, you find several things of interest.
The records of Ulver Zandalus . See Hand out 2
There is a small locked box (opened with the same key) that has 100 gold, 6 pearls worth 15 gold each, and a calling card for The Thrushmoor Offices of the Sleepless Detective Agency that prominently displays an accusatory eye.
Finally, a +2 short sword in a crimson scabbard. It's pommel is sculpted in the shape of a cardinal, and an etched gold band bears the name Red Destiny
(I will also post this, along with a document called the Clue Bat, that will summarize some of the things you have learned, at the top of the page. I find it challenging to remember a bunch of details in a pbp game where the action happens over weeks rather than a night at a table)
| Keith S. |
Now is probably a good time to mention that you have been through two libraries, along with 3 or 4 rooms littered with parchments, notebooks, files, pictures, and knickknacks.
You have the opportunity to use these sources of information to do research, and perhaps learn more about the area, its history, curses or magical issues, what happened to you, or other topics you may come up with on your own.
To do research, you use knowledge skills you possess (cannot do this untrained). In this area, knowledge local, history, nobles, religion, arcana, and planes all have some application.
To do this, you make an appropriate knowledge skill roll against the complexity of the library (or information sources). In this case, it is DC15.
If successful, you roll dice to see how many knowledge points you gain (this is very similar to attacking a monster against an armor class and rolling damage if successful).
In this case, investigators roll a 1d8. The warpriest rolls a 1d6. The other two roll 1d4s. Each adds their intelligence modifier to the result.
Each check takes 8 hrs. So you will run into issues with needing to sleep / eat / etc. Wandering monsters (and wandering dreams!) may become a problem.
Of course, you don't have to do this either; I just wanted to be clear that this is an option. As this is an adventure path involving that which is Best Left Unknown, there will be other opportunities to do research as well (note that the 'damage' that is rolled, or the bonus stat used, may vary based on the type of library you are in).
| Professor Lucius Mermont |
These certainly look like they will be useful, especially the magic sword. Shall we keep going?
Lucius cleared his throat, "No, I think I can be more useful here going through these books. I mean it sure looks like you don't need my rapier to defend you."
He thought for a moment, "Although perhaps you can be of help to me while I do research. I mean who's to tell if another fanatic wanders in here."
His mind made up, he proposed his plan, "Let me do some research here and you guys can stay close. You may even want to try your hand at looking through these books. I can help you. What do you say?"
-----------
will do 8 hour research on planes in this library
knowledge planes DC 15: 1d20 + 9 + 1d6 ⇒ (3) + 9 + (6) = 18
knowledge points: 1d8 + 3 ⇒ (3) + 3 = 6
Are you writing down all the clues found in 'The Dire Bat'? if so, thank you since this is very helpful.
Jean-Philippe St.Onge
|
Are the standing stones accessible to us with the fog?
how long do we need to research to get a roll?
-Posted with Wayfinder
| Keith S. |
Research takes 8 hrs.
The standing stones would be out in the yellow fog. Probably a VERY BAD place to go right now.
If anyone makes a research attempt, everyone may as well try one (failure cannot hurt).
I am writing down a bunch of clues; I also made the link such that you can edit as well (I think); so if you want to add something, go right ahead.
I get the sense that not everyone may agree with taking 8 hrs to do research so I will wait for a consensus before proceeding with the results.
Jean-Philippe St.Onge
|
"I will research the history of the island," musing that they must have come here for a reason.
Know history: 1d20 + 5 ⇒ (13) + 5 = 18
"I wouldn't mind going back and re-searching the areas we cleared. This time using detect magic, and not fearing for our lives. We might also clear all areas that are not controlled by the cult."
| Keith S. |
I have assumed you looked with Detect Magic in all the rooms you have cleared (I figure that is part of your standard search pattern, as detect magic is a level 0 / multi use spell).
Lazare has no knowledge skills either, so JP and the Professor are your research team.
JP need a 1d6+int modifier roll to determine how many knowledge points he has gained.
Then I will tell you what you have learned.
When it comes time to move on, here are things to consider.
There is a door at the eastern end of the narrow hallway in the area you are in now.
There is a door to the east back in the main entrance hall (to the south).
There may be other, heretofore unknown, options. (muahahahahaha)
See the map.
Jean-Philippe St.Onge
|
we should go back to the south and clear that area. Is there a larder? we are looking for food.
| Professor Lucius Mermont |
See the map.
GM, I'm a little confused as to where we currently are. Can you upload a map with numbers (and tell us you are in 'A13') or place a 'you are here' icon on the current map. Thanks.
| Keith S. |
You are in the area circled in red. Keep forgetting we have a new guy that has not progressed along with everyone else.
I don't have a good map with numbers (that won't give away clues).