Von-Dai Cress |
Knowledge (planes) Imp: 1d20 + 13 ⇒ (1) + 13 = 14
Knowledge (planes) Lemures: 1d20 + 13 ⇒ (6) + 13 = 19
For the Lemures, I would like to know any SLAs they may possess.
Von-Dai hadn't paid much attention to study devils, apart from generally knowing what they were. He made a note to correct such an oversight going forward.
GM_Grandlounge |
Lemures possess no notable magical abilities. The closest thing would be special vision, see in darkness.
Getting a jump on the imp Marcus (move attack) and Sevrus (5 ft stepping and full attacking) killing it in the blink of an eye.
sneak attack: 4d6 ⇒ (6, 5, 6, 2) = 19
Von-Dai Cress |
With Marcus and Sevrus finishing the imp off quickly, Von-Dai turns his attention to the Lemures. Knowing his usual abilities weren't the most effective against them, he cast a defensive spell.
Casting mage armor.
Zeltyieli Alikathesu |
Zeltyieli draws the small silver dagger, and steps into the room, attacking the nearest Lemure.
Dagger (Silver): 1d20 + 7 ⇒ (5) + 7 = 12 for 1d4 + 1 ⇒ (1) + 1 = 2
GM_Grandlounge |
Attacks on Marcus
attack: 1d20 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 2 ⇒ (12) + 2 = 14
Attack on Sevrus
attack: 1d20 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 2 ⇒ (13) + 2 = 15
The Lemures strike out fruitlessly.
The bold may act.
Sevrus
Marcus
Zeltiyeli
Von-Dai
1: DC: IMP Dead
2: DC: Lemures 11 Planes
Hedrak
Zeltyieli Alikathesu |
Zeltyieli turns the blade in his hand, then tries to strike at the lemure again.
Silver Dagger: 1d20 + 7 ⇒ (13) + 7 = 20 for 1d4 + 1 ⇒ (1) + 1 = 2
GM_Grandlounge |
Sevrus and Zeltyieli both rend chunks of flesh from the creature but it still stands.
Von-Dai Cress |
Von-Dai considers his options, then casts a spell to hurl bolts of force at the creature attacked by Sevrus and Zeltyieli.
Magic Missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Spell Resistance in case: 1d20 + 4 ⇒ (19) + 4 = 23
GM_Grandlounge |
One falls to the magic missile. The second is mortally wounded.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Both attacks miss Marcus.
Everyone is up.
Zeltyieli Alikathesu |
Zeltyieli tries to bring the knife up and around, hoping to do more than scratch the lemure.
Silver Dagger: 1d20 + 7 ⇒ (1) + 7 = 8 for 1d4 + 1 ⇒ (1) + 1 = 2
GM_Grandlounge |
Sevrus and Marcus finish the fight. Out of initiative. In the room you find a scroll.
Von-Dai Cress |
Von-Dai casts detect magic and examines the scroll to see if it's magical.
GM_Grandlounge |
Von scans the scroll. Find it is magic he reads the scroll and determine the spell transcribed on it is animate dead.
Von-Dai Cress |
Von-Dai tucks the scroll away. While he doubted he would ever use it, he thought it wouldn’t hurt to keep it handy, just in case.
C4 next, I think.
GM_Grandlounge |
Severus creeps up to an ancient alchemical laboratory, but most of the equipment here has been smashed.
Not only that this room was once an alchemical laboratory, but also that it was specifically outfitted to distill and enhance potions—particularly potions that enhanced and bolstered the physical body in strange ways. Some of the ruined equipment is similar to that used by alchemists to craft mutagens, in fact. The ancients used this lab to develop strange elixirs and mutagens to enhance sinspawn and other creatures brewed in the fleshforges.
C5 - A stone door sits firmly in its frame. The twisting of time seems to have left the door jamed. (DC 20 Strength check to open)
Von-Dai Cress |
Knowledge (arcana): 1d20 + 14 ⇒ (12) + 14 = 26
Von-Dai looked around the laboratory. ”This room looks to have been used to enhance and distill potions in strange ways. I suspect they functioned similarly to alchemical mutagens, which were likely used to alter Sinspawn and other similar creatures.”
Zeltyieli Alikathesu |
'Tyieli isn't terribly strong and wouldn't be much help...
Von-Dai Cress |
Does Zeltyieli have Guidance prepared? If so, that could help.
Zeltyieli Alikathesu |
Zeltyieli whispers a quick spell, asking the Walker of Worlds to aid Marcus.
Guidance.
Did people want 'Tyieli to look through the door before we bash it open.
GM_Grandlounge |
This room is piled high with crumbling remnants of crates, barrels, urns, and casks of all sizes and descriptions.
The room’s contents are the mundane furnishings and accoutrements stripped from the laboratories when they were abandoned. They have all succumbed to the ravages of time and are worthless.
Your search of this chamber reveals a strange contraption that resembles a three-legged, four-armed humanoid made of iron and brass. This clockwork
the servant has long since run down, but it looks like it can be activated by winding a key.
Von-Dai Cress |
Von-Dai walks right up to the clockwork to begin examining it. "Interesting. It appears as though Ancient Thassilonians used clockwork creations as assistants. I wonder if we can repair and activated it, and what its function was."
Knowledge (arcana): 1d20 + 14 ⇒ (7) + 14 = 21
Knowledge (history): 1d20 + 14 ⇒ (1) + 14 = 15
GM_Grandlounge |
Your examination suggests that is it functional. It seems to require a specific key to wind it and allow it to work.
On further inspection, you think the key would create a magical link between the creature and the holder of the key binding it to protect the bearer.
Von-Dai Cress |
"Actually, I think it would be quite useful to us while we explore the Crow. If we can find the key, we should make use of it until we've finished up here."
Zeltyieli Alikathesu |
Zeltyieli whistles, walking around the machine several times, This is truly a wonder... He blinks at the thought of finding the key and making it work, I do so hope we find it - I'd love to see this work!
He shakes himself out of his wonder at Hedrak's question, and nods, "We should. And maybe we can find something as wondrous."
GM_Grandlounge |
A line of pillars runs down the center of this hall, between which lie the ruined remains of what was once an immense magical laboratory. Crumbled tables, broken stone urns, rusted cauldrons, and ancient fragments of broken glass lie scattered throughout. The northern wall depicts a vast mural of armies of deformed monsters and demons gathering on the shores of a mountainous island. Above, a woman’s face has been carved into the mountaintop, and an immense bridge arches out from just below this woman’s face. Below the mountain, at the end of a side view of a tangled network of caverns, lies a vast underground vault in which an immense monstrosity of tentacles surrounds a central fanged mouth; within the mouth glares an angry red eye.
Knowledge [History] Or Alcemy DC 20
Knowledge [geography] DC 20
Knowledge [planes] DC 30check
Von-Dai Cress |
Knowledge (history): 1d20 + 14 ⇒ (2) + 14 = 16
Knowledge (geography): 1d20 + 12 ⇒ (20) + 12 = 32
Knowledge (planes): 1d20 + 13 ⇒ (18) + 13 = 31
I missed the history one, but I think I hit the rest.
Von-Dai Cress |
We are Pathfinders, so technically all of us. After all, the motto is to Explore, Report, and Cooperate.
GM_Grandlounge |
This room was once the primary fleshwarping laboratory—a place where the arcanists worked to craft sinspawn and other monstrosities for Alaznist’s armies (history). The tangle of broken and ruined equipment on the ground functions as difficult terrain. The mural on the northern wall depicts the armies of Bakrakhan on the shores of what is known today as Hollow Mountain (geography), while the monster that dwells in the caves deep below is a representation of one of Runelord Alaznist’s most powerful allies, the nascent demon lord Yamasoth (History).
If I had to guess at Sageness I would say it is the person that hit the planes check that also included that phrase, 'It’s unlikely
the PCs will be able to decipher this last bit of information...' But, this is why it is good to have multiple people that can make rolls.
Is there anything else you would like to do in this room?