| GM supervillan |
As you might expect, finding the named books presents some additional challenges. Whomever got the highest search check in a given section may encounter a named book, and what happens then depends on the book...
You return to the Poetry section.
Daedîn finds a copy of The Eagle’s Twin Hearts, cunningly hidden with a spell causing anyone picking it up to think it a more ordinary text and put it back. But the elf sees through the illusion.
You then revisit the Philosophy section.
Again, it is Daedîn who finds a tome on your list.
He opens what appears to be a copy of The Application of Justice in a Well-Ordered Society, but fails to notice a magical trap upon the book. As the covers are opened there is a blast of flames from the pages! The blast catches both Daedîn and Orst second highest search check result, but strangely Orst is unharmed. Indeed, the paladin feels a pleasant warmth.
Daedîn reflex: 1d20 + 11 ⇒ (1) + 11 = 12 Daedîn takes lawful fire damage: 1d4 + 7 ⇒ (1) + 7 = 8
The book is unharmed by the flames, and you quickly close it and put it in your collection.
You can now return to search other sections. Do you want to follow Daedîn 's proposed route?
Orst Tilboar
|
| 1 person marked this as a favorite. |
"Daedin, you are having one rough day. Here let me help with those burns. Let me also be the first to express thanks for your skills and determination. My sword is at the ready should you need it."
lay on hands: 2d6 ⇒ (2, 6) = 8
Daedîn
|
Daedîn scowls after getting blasted recovering the last book...
He smiles grimly but thankfully at Orst. "I appreciate that, my friend...thinking my kobold name when I return will be 'Roasts some kobolds"...but I doubt they had the magic to lay that last trap I sprung..."
Since that damnable librarian can follow their every move, the rogue drops all pretense at Stealth and continues warily on towards room 3, looking undoubtedly for the next trap and any signs of creatures that might be present...
Perception: 1d20 + 17 ⇒ (15) + 17 = 32
Perception (Tracking): 1d20 + 17 ⇒ (3) + 17 = 20
| GM supervillan |
Daedîn leads on, past the fallen Brass Scholar and around the elevated sections.
He finds no traps along the way.
Religion section.
Statues and paintings depicting divine heralds, miracles, and ghosts decorate this section. Many of the books here look especially old or ornate. The bookcases in this section are covered by leaded glass doors though many of them, mostly those at floor level, are obscured with soot or grease.
Daedin: 1d20 + 17 ⇒ (5) + 17 = 22
Deldri: 1d20 + 15 ⇒ (18) + 15 = 33
Dresden: 1d20 + 11 ⇒ (2) + 11 = 13
PetMurphy: 1d20 + 6 ⇒ (8) + 6 = 14
Kett: 1d20 + 0 ⇒ (20) + 0 = 20
Naruhito: 1d20 + 5 ⇒ (20) + 5 = 25
Orst: 1d20 + 0 ⇒ (10) + 0 = 10
Daedîn, Deldri, Kett and Naruhito spot the reflection of a librarian in one of the higher-up bookcase covers. The librarian notices you, and disappears immediately.
Searching the Religion section: the appropriate skills for your search here are Knowledge (religion) or Appraise.
Orst Tilboar
|
"I think I can help with this. I just need the dictionary."
knowledge religion: 1d20 + 6 ⇒ (11) + 6 = 17
"Wonder why they didn't bust these lead glass doors?"
Dresden II
|
"I'm not sure what these books are about, but the paper and binding on this one looks valuable to me."
Appraise: 1d20 - 1 ⇒ (17) - 1 = 16
Naruhito Ichimonji
|
Appraise: 1d20 - 1 ⇒ (20) - 1 = 19
"I saw that librarian's reflection in the bookcase cover!"
Daedîn
|
Daedîn nods. "Aye, I saw her as well. She's everywhere there's any kind of reflection...apparently, there's no hiding from her..."
The rogue then sets to looking for texts...
Appraise: 1d20 ⇒ 16
Kett, Raptorscale Scholar
|
Knowledge (religion): 1d20 + 0 ⇒ (18) + 0 = 18 trained...
"Hmm, would any of the books she checked out be in this section?"
| GM supervillan |
Botting Deldri
know.religion: 1d20 + 7 ⇒ (12) + 7 = 19 burns a wand charge from Kett's wand.
You add a variety of expensive-looking books and scrolls to your collection.
Naruhito and Deldri find a rare edition of The Manual of City-Building, one of the books on Hao Jin’s list, but it is padlocked to the bookshelf on a heavy chain.
Daedîn
|
Daedîn sighs. "Warn me if that bloody librarian shows her face..."
The rogue checks the lock to see if it's trapped and and then will try to open/disarm it...
Perception: 1d20 + 17 ⇒ (5) + 17 = 22
Disable Device: 1d20 + 17 ⇒ (19) + 17 = 36
| GM supervillan |
| 1 person marked this as a favorite. |
Daedîn easily defeats the lock, and you add the tome to your prizes.
I'll move you around the remaining areas in the order that Daedîn previously suggested, assuming that the rogue takes point.
Moving down the stairs, you find another amber mirror fragment.
You also see, facing down the long 'north-south' hallway, a series of arrow launchers. No doubt part of another deadly trap, you have by good fortune approached them from a safe direction. You are able to collect 12 steam mephit-head arrows. If you successfully disarm this trap, you can collect another 12.
Will pause here for possible Disable Device checks before moving you into area 7.
Daedîn
|
Daedîn will collect the amber fragment, adding it to the others...he also collects the arrows before attempting to disarm the trap...
Disable Device: 1d20 + 17 ⇒ (13) + 17 = 30
...if successful, he'll collect the other 12 arrows as well...
| GM supervillan |
Daedîn succeeds.
Along the way towards the next area, you get a good look at the mirror frame referred to in the librarian's notes. It seems feasible to fit the fragments that you've recovered back into the frame, but you clearly don't have all the fragments yet.
Moving to area 7 later today...
| GM supervillan |
You move down the hall to the next section of the Imperial archive.
The medicine section overlooks most of the library from an elevated platform in the back corner of the building. The backs of the bookcases are plastered with anatomy diagrams and shadowboxes containing a wide variety of neatly labeled pressed leaves and flowers. Carefully preserved skeletons hang near some of the diagrams. The books here cover diseases, injuries, poisons, curses, and even mental afflictions, and healing them through alchemical, mundane, and magical methods.
Just at the place where the kobolds' map says "Ants" you see a large pile of expensive-looking books stacked on the floor.
Daedin: 1d20 + 17 ⇒ (6) + 17 = 23
Deldri: 1d20 + 15 ⇒ (4) + 15 = 19
Dresden: 1d20 + 11 ⇒ (8) + 11 = 19
PetMurphy: 1d20 + 6 ⇒ (20) + 6 = 26
Kett: 1d20 + 0 ⇒ (20) + 0 = 20
Naruhito: 1d20 + 5 ⇒ (7) + 5 = 12
Orst: 1d20 + 0 ⇒ (6) + 0 = 6
Daedîn and Kett notice the reflection of a librarian in a glass railing.
daedin: 1d20 + 5 ⇒ (17) + 5 = 22
kett: 1d20 ⇒ 12
Daedîn thinks that the librarian is staring intently at the pile of expensive books.
She's everywhere there's any kind of reflection...apparently, there's no hiding from her...
You can't hide from your own reflection ;)
Daedîn
|
Daedîn shakes his head, glancing back at his companions. "The last time that bloody librarian stared at books, it knocked off the acid jar...stand back...and watch my back..."
He looks intently for a trap, particularly in the vicinity around the pile of expensive books, strongly suspecting one is there whether he finds it or not...
Perception: 1d20 + 17 ⇒ (13) + 17 = 30
...if he does find one, he'll attempt to disarm it...
Disable Device: 1d20 + 17 ⇒ (15) + 17 = 32
"Fool me once," he mutters...
| GM supervillan |
Daedîn finds that the expensive-looking books are merely an illusion, covering a pressure plate linked to a wooden trough atop the central bookcase. Rather than discover what is inside the trough, he uses his tools to make the pressure plate safe. Glancing up at the glass railings, Daedîn sees the librarian scowling at him, before the elf's own reflection replaces the scholar. And the trough is clearly too large for a Mage Hand to move.
You may now search the medicine section. The appropriate skills are: Heal, Knowledge (nature) or Appraise.
Daedîn
|
Daedîn breathes a deep sigh of relief as he disarms the trap with no interference this time...he then begins to search for the tomes they're looking for...
Heal: 1d20 + 1 ⇒ (15) + 1 = 16
Dresden II
|
"Can I see that dictionary thing again for a minute? There are a couple picture books that look promising."
Knowledge (nature): 1d20 + 3 ⇒ (6) + 3 = 9 I'm having a hard time figuring out the captions on the pictures.
| Murphy the Wolf |
Orst Tilboar
|
Orst using the Tian dictionary as an attempts to find medical books.
heal check: 1d20 + 4 ⇒ (15) + 4 = 19
"Well some of these books seem to have really advanced stuff." "I think they would be a fine addition to our bag.
Kett, Raptorscale Scholar
|
Kett picks through the books enjoying any plant illustrations.
heal: 1d20 + 0 ⇒ (2) + 0 = 2
| GM supervillan |
You collect a range of textbooks and add them to your collection.
Naruhito locates a copy of Administering Public Health in Large Cities, one of the titles checked out by Hao Jin.
You also find the remains of several kobolds in this area. Amongst their ruined belongings are several items that might be useful: a scroll, two potions, and a pair of studded leather gloves.
You find another amber mirror fragment.
Orst Tilboar
|
Orst covers the fragment with a sack and puts it in his pack.
"Deldri, can you make heads or tails of this collection of stuff?
Dresden II
|
I cast Read Magic and check out the scroll. Maybe someone can use this mage armor scroll.
Looking at the potions Perception: 1d20 + 11 ⇒ (3) + 11 = 14 fancy water?
Cast Detect Magic then Spellcraft: 1d20 + 3 ⇒ (15) + 3 = 18 they are still gloves
Kett, Raptorscale Scholar
|
linguistics: 1d20 + 0 ⇒ (15) + 0 = 15 trained...
Kett looks at the potions and takes a whiff after Dresden.
perception: 1d20 + 0 ⇒ (12) + 0 = 12
| GM supervillan |
Deldri and Daedîn may both attempt the Linguistics check - and Deldri can probably do detect magic and spellcraft too. After those checks I'll move you to the Warfare section.
Deldri
|
Deldri casts detect magic and looks at the kobold's gear.
"I can try.."
Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
Linguistics: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 15 ⇒ (19) + 15 = 34
"Not sure what the other things are but these are potions of healing"
| GM supervillan |
Warfare section
A three-tiered pyramid towers above this section, the sides of each tier draped with ancient maps and flags.
I've moved you towards the pyramid, which is the main feature of this section. What do you do?
Daedîn
|
Daedîn sighs as he advances into yet another probably trap-filled room...but is pleasantly surprised not to see the librarian's reflection. Murmuring more to himself than his companions, "Maybe there's no traps here." But he looks for one nonetheless...
Perception: 1d20 + 17 ⇒ (14) + 17 = 31
| GM supervillan |
Daedîn finds a pressure plate at the foot of the stair that winds its way around the tiers of the pyramid. It is linked to incredibly fine wires that attach to what looks like a washtub, suspended just below the ceiling. Whatever is within the washtub is probably not going to be good for you.
You can attempt to disarm the trap, or folks can climb the pyramid or jump over the pressure plate (albeit there is not room for a run-up if you want to jump onto the pyramid stairs.
"I wonder what those flags are?"
You suppose they might be the banners of ancient Tian warlords, of clans lost to history. Even Naruhito does not recognise the emblems.
Daedîn
|
Daedîn's hope of finding no traps fades quickly...he'll try to disarm it...
"Stand well back fellas...if I trigger it, that'll hopefully limit the effects to me..."
Not sure my first couple of rolls are high enough to disable the trap so I rolled several. If he doesn't trigger the trap with too low a roll, he'll try to continue till he gets it right...
Disable Device: 1d20 + 17 ⇒ (5) + 17 = 22
Disable Device: 1d20 + 17 ⇒ (8) + 17 = 25
Disable Device: 1d20 + 17 ⇒ (4) + 17 = 21
Disable Device: 1d20 + 17 ⇒ (14) + 17 = 31
| GM supervillan |
Daedîn works to disable the trap's trigger - it's touch and go for a moment, and it takes him a minute or two, but he succeeds at his task.
You may search the Warfare section safely. The appropriate skills are: Knowledge (Geography, History OR Nobility) or Appraise.
Daedîn
|
Wiping the sweat from his brow, Daedîn releases another deep sigh of relief and then sets about checking out the warfare documents...
Appraise: 1d20 ⇒ 18
Kett, Raptorscale Scholar
|
"Daedin, I'm sure glad to have you with us..."
Knowledge (history); +1 vs ancient sites or +2 vs ancient osirion sites, +2 vs ancient cultures and elementals: 1d20 + 7 ⇒ (8) + 7 = 15
Orst Tilboar
|
| 1 person marked this as a favorite. |
"I am starting to get pretty good with this Tian dictionary." "I have some knowledge of noble lines, maybe I can find a family tree or at least a bush."
knowledge nobility: 1d20 + 6 ⇒ (3) + 6 = 9
"Or not... I might settle of a blade of grass."
| GM supervillan |
Botting Dresden...
Dresden Knowledge (Geography): 1d20 + 3 ⇒ (1) + 3 = 4
You recover a number of remarkable maps and scrolls, showing fortresses and strongholds long vanished.
Deldri finds a copy of Designing Walls and Ditches to Resist Siegecraft, one of the books on Hao Jin's list. The cover features a pale green map of a walled city.
In addition to these finds, you spot another amber mirror fragment. You think you have enough to repair the mirror now. You also see, close to the fragment's location, a sprung trap. A shining scythe blade spans the gap between two bookcases, at ankle height. It is still attached to a wooden haft, and would be useable.
Daedîn
|
Daedîn nods to Kett and Naruhito, slightly grinning. "No worries, fellas...keeps me on my toes..."
Knowledge (Dungeoneering): 1d20 + 4 ⇒ (12) + 4 = 16
Looking to Deldri, he speaks softly. "Be careful with that book...the map on the cover has viridium all over it...that green substance...it can cause leprosy if exposed for long periods. We either need to put a warning on it and stick it in the Bag of Holding or carefully scrape it off..."