Huni |
"It's ok. Take a few minutes to steady yourself. If you think we should, we will open that door next."
Floria Avernathus |
Floria moves over to the northern door.
"Let's try this one. There are no unknowable beings of unimaginable power behind it, and perhaps it might equip us with knowledge to face them"
Alessio Imeroni |
Alessio fusses with some baubles and vials in his bag and loads a cold-iron bolt into his light crossbow to approach the door.
CLW extract Touch Injection to store for the next 5 hours. Boro bead to recover the CLW extract. Load crossbow.
Allow me, Floria. If there IS something on the other side, I have just a little more blood to shed.
EM±GM |
Will try to speed this up a little
Alrik Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Floria Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Huni Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Kara Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Sangkip Perception: 1d20 + 11 ⇒ (16) + 11 = 27
The northern door does not appear to be secured in any way, and opens relatively easily, though scrapes a trail in the dust on the floor as it does. Inside, you see what appears to be a living quarters, likely for those working in the tower.
Five cots line the western wall, and a dusty table, counters, and a hearth share the east side of the room.
Here too, everything is covered in thick layers of dust, though is quite tidy and organized, otherwise.
The hearth seems an odd addition to a tower, and after examining the layout for a bit, you realize the chimney is venting into a pipe of some sort, that runs along the ceiling and through the southern wall, into the workshop.
You do find what appears to be a diary, or journal of some sort, hidden under one of the cot's mattresses. Most of the entries are esoteric thoughts on various projects, or formulae that make little sense... but there is one entry, in the back, that catches your attention.
Am I even making sense anymore?
I have resolved to charge the remaining prisms. Perhaps their energy will enable me to override the system. Ideally I could remove the prisms and actually open all of the doors properly.
There is no indication on who the journal belongs to, though from that final entry, it is obvious that someone was locked into these back area, after the wards were activated, all those decades before.
You find nothing else, and eventually go back to the workshop.
EM±GM |
Floria still seems hesitant to even look at the eastern door, so you try the larger double doors along the southern wall next. The doors here are quite heavy, the wood thick and wrapped with iron bands. Still, it they too are not secured, and it just takes a bit more muscle to pull them open.
The room smells of smoke and ash, even after all the years it has remained dormant. A large forge, flanked by bellows, dominates the eastern side. Both it, and a nearby anvil, caked in soot.
Half-full weapon racks hold an assortment of daggers, spears, and swords on the right side of the room, while directly across from the door, are shelves with low piles of arrowheads, and metal ingots, along with an open bin, half full of coal.
Other than the thick layers of soot, only the leftover weapons seem interesting, though none stand out, until divinatory magics are used, and you realize some of the ammunition on the selves still has minor enchantments lingering in them.
You will find 3 crossbow bolts, and four sling bullets, all with magical auras.
More curiously, as you can the weapons for magic, you note another strong magical aura, in the western side of the room.
You see nothing there, but your divinations clearly pick up a large circular area, on the floor.
Kara Saint-Germaine SF |
Kara examines the ammunition.
Spellcraft, bolts: 1d20 + 14 ⇒ (3) + 14 = 17
Spellcraft, bullets: 1d20 + 14 ⇒ (4) + 14 = 18
Wow, Dicebot really thinks I'm ignorant these days.
Kara does not have Detect Magic readied, but is happy to assist Floria as needed.
Take Ten for auto-success on Assist Other.
Huni |
Also help Floria.
bolts Aid Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
bullets Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
invisible circle Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
Floria Avernathus |
Floria examines the objects with Huni's assistance (if Kara didn't already identify them)
Spellcraft, bolts, aid: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Spellcraft, bullets, aid: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
She then examines the strange magical circle
Knowledge arcana: 1d20 + 13 ⇒ (1) + 13 = 14
but she's still out of sorts from her recent experience, and quite nervous about sending out divination spells, so she doesn't know what to make of it.
"I can't tell what that is, I'm sorry"
If someone else with detect magic wants to attempt the knowledge check, Floria could try hypnotising you into retrying it if you fail
Alessio Imeroni |
Alessio scratches his chin and runs a comb over his mustache while he thinks. I can prepare an extract that will allow me to discern all of these things if we think it important.
I kept an open extract slot so I can prepare an ad hoc lvl 1 extract. Identify in this case would give me +22 Spellcraft for 15 rounds.
EM±GM |
Kara, you can't take 10 on aid another... nor can you aid on a skill you can't do on your own... ie: in this case, you can't aid on spellcraft to ID, et al, if you don't have detect magic running to see the auras.
Floria is able to determine that the sling bullets have been enhanced and enchanted to better hone in on concealed enemies...
there are four +2 seeking sling bullets
But she can not determine the enchantment on the crossbow bolts, nor is she able to figure anything about the magical effect inlaid on the floor. Its magic is well beyond anything she's experienced before.
Huni has little better luck.
Floria Avernathus |
I included your aid Huni thank you, sadly it was still not enough
"Does anyone use a sling? These bullets are quite powerful, particularly against concealed foes. Alessio we may need that extract after all as I'm afraid I have no idea what these bolts are, and as we actually have some crossbows we might be able to use them"
If you didn't know better it seems like Floria is looking for things to do that aren't going through the mind-eating door.
"This circle is quite something isn't it. I have a dear friend who helped train me in psychic magic who specialises in magic circles, but they usually involve engravings or chalk or something as far as I remember. This could just as easily be a trap. What do you all think? Is it evil Kara"
As soon as she says it she barks out a panicked "Wait! Don't get the door in your divination!". Then, embarrassed: "Just to be safe"
Alessio Imeroni |
Alessio nods and sets out some materials to get to work.
make an extract of Identify, quaff, and inspect all remaining items. Spellcraft 21, take 10.
Kara Saint-Germaine SF |
Right, of course!
Kara activates the Detect Evil ability on her Wayfinder, focusing on the magic circle and avoiding the mind-eating door.
EM±GM |
Hmm... I know you can't Take 10 when identifying stuff normally... but that's because Detect Magic requires concentration.
As far as I can tell, Identify does not! So I guess I'll have to allow it! =)
While Alessio goes back to the workbench, clearing a space for some of his own alchemical gear, and starts mixing an elixir of his own, Kara activates her wayfinder, to study the effects in the room.
She detects no evil emanations on any of the items, nor in the corner where Floria insists there is a magical effect of some sort. None of that is completely surprising. Given the people who set the place up... it is highly unlikely that any of them would have been granted such a spell to lay out here.
In the minute it takes Alessio to finish his work, you start to feel faint vibrations through the thick stone walls... at first mostly only noticeable by bits of dust wafting down from above.
He finishes quickly, quaffing the results, before turning his attention back to the southern room.
It takes a few seconds, but the auras on the remaining weapon ammunition light up like small stars, under his enhanced magical senses. The three crossbow bolts each holding a minor enhancement, but bolstered by an additional enchantment intended to disrupt those who oppose order.
three +1 axiomatic crossbow bolts
That mystery finally resolved to his satisfaction, he turns his sight on the far corner of the room... it is there that the spell fails him. Though he can see the strong aura situated on the floor there, the elixir's magic was not designed for assessing whatever this effect is... and without its aid, his normal knowledge of such things proves unable to learn any more than Floria did.
Alas, Identify only provides the +10 bonus when identifying magic items... which this is not.
Alessio Imeroni |
It functions as Detect Magic, so I can roll that as you like. Also the +10 is for items but I can still use the Detect Magic portion to identify the circle. I don't get Detect Magic cantrip as an Alchemist.
Alessio uses the waning power of his extract to look over the circle.
spellcraft: 1d20 + 12 ⇒ (2) + 12 = 14
poop
I can't make heads or tails of it either.
Alrik Darkson |
Alrik studies the items with the others but without the ability to see magic is unable to contribute.
Sangkip |
"Well. If we don't know what it is, let's just not poke it for now. We can ask dog-boy about it later if we need to."
Sangkip is far more sanguine about the brain eating door, and gives it a once over for traps and the like while Alessio gathers up his alchemicals.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Kara Saint-Germaine SF |
Kara steps back and waits for one of the beefier/sneakier members to open the eastern door.
She's happy to cast Resistance on anyone opening or near the door when it is opened.
Floria Avernathus |
Floria casts shield on herself before the door is opened, and makes sure to distribute the axiomatic bolts.
Floria is not great with her crossbow. She could use true strike, but she's probably better off doing something else with two turns, so I'd suggest that someone else take them
She draws her lesser metamagic rod of reach and casts light on it. Right before Huni opens the door, she gulps audibly
Kara Saint-Germaine SF |
Kara similarly readies her rod of Piercing.
EM±GM |
Alrik Init: 1d20 + 1 ⇒ (3) + 1 = 4
Floria Init: 1d20 + 8 ⇒ (15) + 8 = 23
Huni Init: 1d20 + 2 ⇒ (6) + 2 = 8
Kara Init: 1d20 + 8 ⇒ (14) + 8 = 22
Sangkip Init: 1d20 + 6 ⇒ (8) + 6 = 14
gai: 1d20 + 7 ⇒ (7) + 7 = 14
aai: 1d20 + 7 ⇒ (8) + 7 = 15
Sangkip finds no issues with the door... and in fact it does not even appear to be locked.
Huni is easily able to push it open, revealing a short hall, and a second door, just as unprotected, and easy to open, as the previous one.
The room beyond looks like it might have been for storage at one point, but repurposed. Against the wall across the room is what appears to be a large wooden wardrobe, one of its doors hanging open. Across from it, to the right of the door you're entering, is a a long coat rack, laden with odd-looking baggy leather suits. A thick iron door is in the northern wall, to your left.
Between that door and the wardrobe lay a desiccated corpse, slumped against the wall, cradling another of the strange crystal prisms, this one still glowing brightly in its arms. A second dark prism, lay on the dusty floor beside it.
You only have a moment to take in the scene, when you start to hear a strange murmuring sound, almost like someone is talking far off. The murmuring starts to get louder, as a strange ghostly figure starts to rise up out of the corpse on the ground, the remnants of tattered ghostly armor hanging loosely from its shoulders.
The first murmur is quickly joined by a second, as another ghostly form starts to step out of one of the strange leather suits hanging from the coat rack. This one seems less formed than the first, its appearance showing no sign of anything but chaotic roiling ectoplasm.
The murmuring in your heads seems almost like a living thing, as it crawls into your minds, eliciting strange and distracting thoughts and emotions... despite there being no actual sense to what they are whispering.
You will get a small bonus on this save (I'll apply it)
The darker side of your dark half seems to react to these murmurs as well, aching to be free once more!
Everyone needs to make TWO will saves. The first is DC 19. The second DC 17
If you fail either, you are fascinated, standing there doing nothing for now.
Knowledge (religion) to suss anything out!
-- Round 1 --------
Floria
Kara
ghostly figures
Sangkip
Alessio
Huni
Alrik
The girls go first (barring poor saves)!
2 Will saves pending from Alrik.
2 Will saves pending from Alessio.
2 Will saves pending from Floria.
2 Will saves pending from Huni.
2 Will saves pending from Kara.
2 Will saves pending from Sangkip.
Kara Saint-Germaine SF |
Will DC19: 1d20 + 5 ⇒ (5) + 5 = 10
Will DC17: 1d20 + 5 ⇒ (15) + 5 = 20
Kara stands, mouth agape, fascinated by the amorphous entities.
For when she gets her wits back,
Knowledge Religion: 1d20 + 7 ⇒ (15) + 7 = 22
Alessio Imeroni |
will save: 1d20 + 5 ⇒ (12) + 5 = 17
will save: 1d20 + 5 ⇒ (1) + 5 = 6
I assume Protection from Evil doesn't grant me immunity in this particular case. A real bummer.
EM±GM |
1 person marked this as a favorite. |
Not looking good so far =)
Though, come to think on it, Alessio consumed a magic circle of protection from evil earlier, correct?
If so, that would give the +2 resistance bonus to the others as well, which would get Sangkip over the hump at least! (well, exactly on the hump, as it would only improve his save by 1... but that's all he'd need)
Kara Saint-Germaine SF |
Huni, don't forget your Resistance from Kara. I would assume you and Alessio would have it at least, not that it helped him at all.
Floria Avernathus |
Will: 1d20 + 5 ⇒ (6) + 5 = 11
Will: 1d20 + 5 ⇒ (14) + 5 = 19
crap
EM±GM |
Will2 Alrik: 1d20 + 7 ⇒ (15) + 7 = 22
touch vs ff Huni: 1d20 + 9 ⇒ (15) + 9 = 24, 1d6 ⇒ 1
touch vs Huni: 1d20 + 6 ⇒ (8) + 6 = 14, 1d4 ⇒ 2
ff: 2d4 ⇒ (3, 3) = 6
kf: 2d4 ⇒ (1, 2) = 3
af: 2d4 ⇒ (4, 3) = 7
Als:--, Alr: ??, Flo:-+, Hun:-+, Kar:-+, San:++
The ghostly figures' incessant murmuring seems to take most of the Pathfinders completely unprepared, overcoming minds and actions with terrifying ease! Only Sangkip manages to shake off the effects, and even then, only due to some lingering protection magic emanating from Alessio's earlier elixir. But his reactions are too sluggish to do more than watch in horror as the two ghostly forms glide through the intervening space, both of them converging on Huni in the doorway. Their gnarled spectral hands reaching out, almost as if longing for contact with the living.
The first, the one that rose up from the desiccated corpse, reaches out almost tentatively, as if it can't quite trust what its seeing. Two of its fingers pass right into Huni's temple. The muttering sounds seem to invade his mind along with the touch, and he can feel himself losing his grip on what's real and what's not.
1 Wisdom damage to Huni (DC 19 Will negates)
The chaotic babbling increases in intensity, as if it it only now realizes the person before it is actually there. The second ghostly figure seems to respond immediately, as it sails in quickly from the side, eager to make contact as well. Its entire incorporeal claw reaches into Huni's head from the other side.
2 Wisdom damage to Huni (DC 17 Will negates)
The glazed look on Huni's face contorts into a grimace of confusion and panic, as the creatures' touch seems to snap him out of whatever daze he was in, and he lurches back, momentarily freeing his head from their touch. He manages to push the one voice aside, but the other proves more powerful and harder to ignore. Its murmuring continues to assail Huni's senses, sending its chaotic tendrils into his thoughts. He can feel the torpor trying to draw him back in, his thoughts a jumbled mess!
The attack(s) will momentarily end Huni's fascination, so can act this round... but will need to make another save, at the end of the round (DC 19 Will) or drop back into a fascinated state... (at least til they attack him again.))
Their attack will not end the fascination on anyone else unfortunately.
-- Round 1 -------
Floria (fascinated*)
Kara (fascinated*)
ghostly figures
Sangkip
Huni
Alrik (??)
Alessio (fascinated)
Sangkip and Huni can go! (and possibly Alrik, depending on saves)
2 Will saves pending from Alrik (if he makes both, he can act this round too)
3 will saves pending from Huni
Alrik Darkson |
Shaking off his daze, Alrik takes a quick look at the creatures facing them....
Will Save 1: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Will Save 2: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
+5 vs spells & SLA’s, +3 vs poison, +2 vs death effects, Immunity to Fear & Disease
Kn: Religion: 1d20 + 9 ⇒ (12) + 9 = 21
I would love some space to get through. Actions to come, we'll see what Huni & Sangkip do first.
Huni |
Will v DC 19: 1d20 + 9 ⇒ (16) + 9 = 25
Will v DC 17: 1d20 + 9 ⇒ (17) + 9 = 26
What are these things? Knowledge (religion): 1d20 + 6 ⇒ (5) + 6 = 11
Huni uses Fervor to cast Divine Favor before attacking the red one. After that he tries to move past them into the other room.
Long Sword +1, cold iron: divine favor
to hit: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 to hurt: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Will v DC 19: 1d20 + 9 ⇒ (14) + 9 = 23
EM±GM |
Als:--, Alr: ++, Flo:-+, Hun:++, Kar:-+, San:++
Huni's mind is able to withstand the sudden maddening onslaught, as he pushes the tendrils aside. He is not sure what these things are, but knows that fighting them on his own is not a good idea.
He tries to slice the one in front of him with his blade, then push past it, into the room beyond... in hopes of freeing up some space.
Unfortunately, the creature easily dodges the incoming sword, its incorporeal form quite agile as it shifts in the air. One ghostly hand reaches for him as he tries to pass, and Huni is forced to abandon his attempt in order to not allow it to tear at his mind once more.
Acrobatics failed. AoO missed. Status quo!
Behind him, Alrik too manages to withstand the initial mental assault. His tortured past giving him more than enough willpower to fight back. He recognizes the effects almost immediately, as those of an alip. The restless spirit of those who succumb to madness... and that same madness driving them in death. The one on the right seems more like the alips he is familiar with. The on on the left though, is different somehow. Stronger. Perhaps it is the place of its death that empowers it.
-- Round 1 -------
Floria (fascinated*)
Kara (fascinated*)
red alip
purple alip
Huni
Sangkip
Alrik
Alessio (fascinated)
Sangkip and Alrik to go.
Sangkip |
Sangkip scowls at the mad ghosts, and decides not to plunge into the fray, yet.
Instead he hops up and smacks Kara across the face, trying to shake her back awake! "Hey! Make with the force bolts already!"
EM±GM |
Hmm... that seems fair. As a full round action, I'll allow you to snap someone out of their fascination, temporarily. Though they will take 1 point of non-lethal damage in the process.
Sangkip crawls up on the nearby countertop, and smacks Kara across the side of the face, trying to knock her out of her confused state. His first attempt seems to have little affect, so he smacks her again, a little harder, leaving an angry red welt across her cheek. (1 non-lethal damage to Kara)
It does seem to get her attention though, as her eyes slowly start to focus on the furry cause of the irritation. She still seems a little disoriented, and confused though.
The incessant babbling from the two ghostly figures continues unabated, however, and already the tendrils start to work their way back into her head, drawing at her attention once more.
Kara, you will come around momentarily... though are a little disoriented and confused... enough to maybe relay some of your knowledge info from earlier (though it will amount to the same information Alrik knew, from the previous post). But you will need to make another save at the beginning of your turn (DC 19 Will) or succumb once more, before you can do much else...
If you do make it, you can take a normal turn, to start round 2
-- Round 1 -------
Alrik
Alessio (fascinated)
-- Round 2 -------
Floria (fascinated*)
Kara (1 nl)
red alip
purple alip
Huni
Sangkip
Alrik to go (and possibly then Kara, if she can resist the voices in her head!)
Will save pending from Kara
Alrik Darkson |
Without room to swing his axe, Alrik turns to Alessio and deliver the same treatment that Kara received.
"Need some space here team - not much good cooped up in the corner!"
Kara Saint-Germaine SF |
Will DC19: 1d20 + 5 ⇒ (19) + 5 = 24 Yesss!
I...I...oh! Why, you little...
Kara briefly turns on Sangkip angrily, but quickly realizes that he is trying to help her. She turns her ire on the purple allip. I believe that's the stronger one.
She calls forth a shimmering chain of force behind the allips. Displayed as a lightning bolt.
It immediately strikes at the purple allip, trying to move it away from the door (one diagonal square closer to the cabinets).
Reposition: 1d20 + 5 + 3 ⇒ (14) + 5 + 3 = 22
GM, please roll for me vs. Spell Resistance if necessary.
Kara Saint-Germaine SF |
1 person marked this as a favorite. |
I'm targeting the stronger one.
Alrik Darkson |
My full round action was to snap Alessio out of his fascination in the same way that Sangkip woke Kara. Apologies if that wasn't clear from my post. Also, apologies for the delay in response - I spent the weekend moving house.