Story Master
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Thorgrim looks over the racks which are against the south wall of the room.
One of the racks contains a heavy masterwork crossbow (1d10, 19-20x2, 8 lbs.; +1 to the attack roll).
The second rack contains two weapons: a +1 battle axe (1d8+1, X3, 6 lbs.; +1 attack and damage); and, a masterwork flail (1d8, x2; 5 lbs.; disarm and trip; +1 attack).
The third rack contains a warhammer (1d8 x3; 5 lbs.), and a wicked looking two-handed falchion that emits a faint glow, its pommel appearing gold with two gems embedded in it. An ornate purple scabbard with gold filigree sits next to the falchion.
A picture of the falchion has been uploaded.
| Nästród, Oracle of the Dasun |
Cast Detect Magic and check everything for a magic aura.
Lastly, look carefully at the falchion.
"This type of blade is common amongst my people."
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Knowledge (History): 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge (Religion): 1d20 + 5 ⇒ (4) + 5 = 9
| Gezzo Wrathforge |
Gezzo leads Lryhla into the room. They stand over the skeletons and examine them carefully before moving to the tables.
Hmmm...interesting.
Looking over the bones, I would like to know if I can identify the race of the skeletons (Nature). Gezzo examines the tables and racks for anything hidden or odd (Perception). Also, examining the various sizes, items and set-up, trying to deduce what the use of the workshop (Local, to see if the shop resembles anything he's seen in the past). Finally, Gezzo looks over the table and rack, trying to estimate the overall value of the items (Appraise).
Know(Nature): 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Know(Local): 1d20 + 7 ⇒ (12) + 7 = 19
Appraise: 1d20 + 5 ⇒ (13) + 5 = 18
| Cеlif |
Having returned with Fener, Celif watches quietly from the back of the party, casting occasional glances about (including UP!) to be sure nothing's sneaking up on them.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Story Master
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Group Perceptions and Shared Knowledge: Lots of high rolls!
As you look around this room, several things catch your eye besides the obvious dust and furnishings. The skeletons appear humanoid, and at one time were perhaps similarly dressed, as scraps of cloth still exist in a dark blue coloration. Each set of remains has a small chain around its neck, from which is attached a metal card similar to the one possessed by The Lady of the Swamp.
On the workbench, amid a jumble of tools, parts, and scrap metal, are parts of a metal creature looking like a humanoid made of steel. There is a partial head attached to a torso, and assorted arms and leg designs are present on the bench. This area appears to be a location where such constructs were brought for repair. Considering the sophisticated metalwork in evidence, it is apparent that the technology and magic involved in making such creations was certainly very powerful. Since you are not aware of any current source with such knowledge, the techniques probably involve some knowledge lost in the distant past.
Several moderate magic auras are present, primarily emanating from the weapon racks, in particular the falchion which is giving off a slight glow. The illuminated glass globe on the ceiling emits an aura...in fact, there are a wide variety of faint auras being emitted on a constant basis, to include the construct, several tools, and so on. You surmise most of this is from the masterwork quality of the products, rather than the amalgamation of a primary source at work.
Gezzo studies the weapons and determines these approximate values:
Heavy Masterwork Crossbow = 350 gp
+1 Battle Axe = 1,010 gp
Masterwork Flail = 308 gp
Warhammer = 12 gp
Falchion = Uncertain as to what its properties are
| Cеlif |
"I think we should be more concerned about that vat back there, and whatever's behind the wall that chute goes through," Tuich ponders. "Corrupt beastmen are a proven threat; I've never even seen a metal man, let alone been threatened by one."
| Gezzo Wrathforge |
Yes. Very strange. I wonder what the purpose of making these constructs? And such a strange construction...
Gezzo mumbles as he picks up the head and torso piece while examining it. He pokes the mechanisms with his finger for a bit before putting it into his saddle bag.
After he finishes his examination of the tables, he takes up the falchion. Starting with running his hand over it, he moves to closely interpreting the auras.
Cast Detect Magic and then attempt to identify auras.
Spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8
Know(Arcana): 1d20 + 8 ⇒ (19) + 8 = 27
Story Master
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A correction on the +1 battle axe, should be 2,010 gp value.
Gezzo studies the falchion carefully, and notices there is the command word "Ignite" eched in tiny letters on the blade. The piece emits an aura of evocation, and a steady, slightly yellow glow. A green gem in the pommel, when depressed, activates its special ability, and a red gem turns the ability off.
He determines the weapon has the following characteristics:
+1 Flaming Falchion, 2d4+1 plus 1d6 fire damage; 18-20/x2; 8 lbs. Value = 4,075 gp. Upon command, or upon pressing the green gem, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given or the red gem is pressed.
| Imowen Aroudilee |
After looking through everything in the chests and wooden box, I take one of the sacks and put the dose of rusting powder in it along with the everburning torch, the drill, the glass cutter, the mess kit, an iron pot, the flask of alchemist's fire, and the coil of copper wire. Then I go over and inspect the skeletons and retrieve the chain with the small metal card on it from each of them. All the while I am continuing to listen to the comments and conversations of my companions. I cross to the south side of the room and proceed to examine the large wooden barrel.
| Flug Managarm |
Anyone taking the battleaxe? I would, but it's sadly a martial weapon and I don't have proficiency in it. Still good to sell them for gold, however! And I'll get the crossbow if no one else takes it.
Flug takes the rope from the middle chest after some time, putting it away into his backpack.
| Imowen Aroudilee |
I exit the current room and walk south down the hallway to Y-19 in front of the next door where I examine it and it's lock.
Checking for Traps: 1d20 + 7 ⇒ (7) + 7 = 14
Checking to see if door is locked and if so,
Disable Device: 1d20 + 11 ⇒ (18) + 11 = 29
Assuming I got it unlocked and that by now the rest of our group is close by, I open the door.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Story Master
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Imowen finds that the next door is not trapped, but is locked. She easily picks the lock and opens the door.
Inside the room is a large 5 by 10 foot workbench, with large contraptions on it - boilers, copper tubing, a tub, etc. - some sort of alchemical laboratory. The walls are lined with shelving, including a stout metal cabinet along the north wall. An empty brass tub sits along the south wall. The shelves contain numerous vials, small and large boxes, books, glass and crockery jars, pouches, sacks, etc. The air has a mixed smell of dust, acids, metals, and chemicals. Various dried plants hang in bunches from the ceiling, so coated in dust that they are almost unrecognizable.
On the ceiling of the room is a glass globe similar to previous rooms. The floor is slightly concave in shape, and a rusted, dusty drain grate is in the center of the heavily stained floor.
The map is updated.
| Cеlif |
"What is this place," asks Celif in quiet wonder as she follows the group, constantly surprised by the odd features of the facility.
| Thorgrim Æsgard |
Answearing Celif: This complex is clearly a temple to the arcane, where wizards consort with their demon masters! It was clearly sealed for a reason, probably when honest men drove the demons and their worshipers out. The witch, who must have been one of these demons then returned to this accursed place. To spread her evil, and curse innocent children! We should finish clearing this place quickly and then bury it!
Imowen let us open these remaining doors and let the others finish clearing them
I then start moving towards the inner door (Y-29) with the portable ram and torch in hand.
| Imowen Aroudilee |
Thorgrim, hold your horses. The next 2 doors aren't going any place. Let's finish checking out this room first and then move on.
I walk into the room and check out the books and boxes etc. on the shelves,
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Then I stop at the large metal cabinet. I check it for traps,
Trap Finding: 1d20 + 7 ⇒ (7) + 7 = 14
and check to see if it is locked, and if so,
Disable Device: 1d20 + 11 ⇒ (11) + 11 = 22
Then I will open it and check the contents.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Story Master
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Imowen does not detect any trap on the metal cabinet, but it is locked. She quickly inserts her tools and has the doors unlocked in short order.
She looks inside and sees several shelves with rows of glass flasks. Unlike the room, there is very little dust inside the cabinet. The flasks are generally uniform in size, and almost all of them are sealed shut. The bottom shelf contains a cast-iron box with metal banding and a large padlock. There is also a large book with a fine leather binding, and a cover decorated in embossed silver threading to show a flying eagle with a lightening bolt grasped in its talons.
Thorgrim goes south down the hallway to the farthest door, and finds that it is not locked. He opens the door and, by the light of his torch, can see that it is a landing with stairs leading downward to a lower door. The floor of the landing is littered with numerous humanoid skeletons. Along the north wall of the landing is a large statue, apparently made of bronze, of a mighty bearded man in a kneeling position. He is holding a large square object upon his shoulders.
The map is updated.
| Gezzo Wrathforge |
Careful. Something has been in this room recently. Gezzo says as he tightens his grip on his sword.
He moves into the room, scanning the all the corners and potential hiding spots. Looking into the cabinet, he examines the items.
Cast Detect Magic and Spellcraft/Know(Arcana) on any auras.
Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
Know(Arcana): 1d20 + 8 ⇒ (4) + 8 = 12
| Cеlif |
Hearing books mentioned, Celif heads for the room to examine them (Y18), then halts at Gezzo's pronouncement, glancing upward reflexively.
"How can you tell? Any idea who or what it was? Or... how recently?"
| Fener |
Fener enters the room and and looks at the books on the shelves trying to determine what they are.
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
upon hearing Gezzo's comment he looks to the floor to try to determine what if anything was in the room.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
survival: 1d20 + 13 ⇒ (8) + 13 = 21
Story Master
|
Alchemists Fire (2)
Acid (2)
Cure Light Wounds (2)
Bull's Strength (1)
Barkskin +2 (1)
Darkvision (2)
Heroism (1)
| Gezzo Wrathforge |
There on the floor, the dust has been disturbed. Inside this cabinet looks like more alchemy.
Gezzo speaks while pointing at the floor around the drain. He reaches in and grabs the vials to place them in his saddle bags.
Story Master
|
Fener's eyes grow large as he stares at the floor, because what appears to be a section of the floor comes to life, revealing an almost translucent protoplasmic creature!
The quivering blob 1d20 + 3 ⇒ (18) + 3 = 21 quickly pounces on Imowen with a slamming attack 1d6 + 1 ⇒ (1) + 1 = 2 for 2 points of damage, and emits a caustic spray of acid on her!
Imowen: Make a Reflex Save
Everyone Roll for Initiative! The map is updated.
| Cеlif |
Celif cautiously steps into the room. "But whatever it was, it's not here... now... right?" Glancing towards the ceiling again, she moves over to the shelves and browses through the books, pulling out and opening any that look particularly interesting.
Won't be surprised to hear they're in some long-dead language she'd have no clue about, but just in case...
Kn:Arcana: 1d20 + 6 ⇒ (6) + 6 = 12
Kn:History: 1d20 + 6 ⇒ (4) + 6 = 10
Kn:Local: 1d20 + 6 ⇒ (13) + 6 = 19
Kn:Religion: 1d20 + 6 ⇒ (16) + 6 = 22
EDIT: Retcon; I was ninja'd and, clearly, none of the above had a chance to happen. Leaving it up for honesty's sake.