| Vexas Flamespark |
Vexas looks alongside Fenna.
Detect magic and Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23
| Vexas Flamespark |
The four under the effects of magic are strongly enchanted. I suspect that means control of some kind, but I can't be certain. We should be careful as we proceed.
Vexas looks down the hall as if expecting to spot some powerful wizard.
| Brannart Teskerwill |
"Do we have any means to remove enchantments? If we can't, then we can hope that killing the caster does the job. We should leave them safe but unable to come after us. Maybe lock them in a room somewhere without their weapons."
| Vexas Flamespark |
Vexas frowns and thinks, focusing hard...
Vexas doesn't have Dispel in his spellbook, but maybe if he knew what spell it was and he had that spell he could counter it...?
Knowledge (arcana): 1d20 + 14 ⇒ (19) + 14 = 33
| Sosche Pinn |
No, Sosche doesn’t have it either, sorry. I’m due to get it next level though that doesn't help us now.
Sosche adds, maybe obviously, ”So the enchanted ones are the townsfolk, and the others, if they are also harder to damage, are the faceless stalkers. Yeah, lock up the townsfolk if we can until they’re back to themselves. I can think of no better plan - good idea Brannart.”
| Brannart Teskerwill |
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Brannart sheathes his sword and retrieves his polearm.
"Let's see if this next room will work as our jail cell."
He points to the door a short distance up on the western side of the corridor.
"Vexas, can you check it?"
As a note, the exploration part of the game goes much quicker if we have a standard operating procedure that Vexas uses Take 10 on Perception for doors. However, a 28 won't spot magical traps of this level (a level 4 spell is DC 29 and I wouldn't be surprised to encounter a level 6 spell for DC 31) so that might be better to do once Vexas gets a few more bonuses.
| Vexas Flamespark |
he usually rolls, but he definitely can be assumed to always perceive and detect magic. In addition to taking 10 on perception, other things that might speed us up: if he does detect any magic GM feel free to roll his spell craft and/or kn arcana.
| Brannart Teskerwill |
Assuming Vexas found no traps and detected no magic
Brannart drags the unconscious defeated foes out of the way, then goes to open the door on the west side of the corridor.
| GM Pauljathome |
First, let me abjectly apologize for the radio silence. There have been some issues consuming my time and attention.
Those issues are hopefully now under control, I should be able to resume posting again.
So, as a reminder, you're here in a temple that used to be (thousands of years ago, before Earthfall) up on a hill. It is now on the edge of the ocean and is partially underwater.
You're here hoping to find the kidnapped colonists.
You've just finished a fight with 8 of what appeared to be the Andoran soldiers who were part of the force sent to defend the colony. However, it turned out that only 4 were soldiers, the other 4 were all Faceless Stalkers.
You knocked out all the actual soldiers and proceeded to stash them in room C9.
That room was sort of interesting.
Gears, hammers, shears, springs, tongs, and plentiful other tools and components lie scattered on shelves and on the floor of this room. The room’s main features are a large hearth with a darkened metal hood and exhaust duct above it, and an anvil placed in front of it. A single steel gear is lying on the anvil, and right next to the anvil is a stack of metal tablets with cogwheel-shaped indentations of different sizes
on them.
Fenna Knowledge Engineering: 1d20 + 8 ⇒ (16) + 8 = 24
It would be apparent to Fenna that this equipment was intended for the maintenance of clockwork devices. The forge itself is a marvel. It wasn't fueled by something mundane like wood or charcoal, it was instead fueled by something else, something as yet unknown. Power came into it from somewhere else.
There is a lever in the off position. You're reasonably sure that turning it on would bring the forge to life, at least if the power source itself is still working. Whether or not it will work at all, or without side effects after all this time, isn't completely clear to you.
This room would give you a +5 to Craft clockworks rolls.
Or, of course, you could just loot it to the ground :-).
In total, the gears and parts are worth 1,000 GP in total and would weigh a 100 lbs or so. There is a pair of blue engineers workgloves here and a traveler's any-tool
The roll20 page has been updated.
| Brannart Teskerwill |
"This room should help people working on clockworks? As should these magical gloves, and this tool? Let's keep it intact, then. Maybe we can find a way to use it. Maybe even get Azlanti clockwork creations to work as guards for us."
Brannart has no claim on the Engineer's Workgloves or the Traveler's Any-Tool at this time, but he might like them if he ends up taking some ranks in the skill. Does anybody else want them? I would really not want to sell them.
"Where to now? I guess this door?"
After Vexas checks the door on the east side of the corridor, Brannart will open it.
| Sosche Pinn |
"I already have a traveler's any-tool - great stuff!" Sosche also has no need for this loot and also doesn't see the need to trash the place quite yet.
He lines up behind Brannart at the door, pole arm in place and ready.
(I can move everyone’s icon on the map except my own. Hehehe.)
| Vexas Flamespark |
Before we moved on...
Vexas is tempted to throw the switch just to see what happens with the forge. He gives it a try...
--------
After, Vexas lines up behind the others to pass through the next door.
| GM Pauljathome |
Flipping the lever had absolutely no obvious effect. Are you leaving it in the position it was in or in the new position?
Opening the door, you see a room. The walls of this gear-shaped room have seven alcoves, each five feet deep and fitted with a horizontal metal shaft. Each of the hollow, cylindrical shafts has six notches cut around
the outer edge. In three of the alcoves stands a trio of intricately sculpted metal statues, one in each alcove.
Sho Knowledge Arcana: 1d20 + 10 ⇒ (19) + 10 = 29
Vexas Knowledge Arcana: 1d20 + 14 ⇒ (5) + 14 = 19
Fenna Knowledge Arcana: 1d20 + 11 ⇒ (17) + 11 = 28
The "statues" are obviously that of a clockwork servant, a clockwork soldier, and a clockwork mage.
The Soldier is on standby. It is NOT currently moving or acting but presumably would if its instructions cause it to do so.
The Servant and Mage are powered down, needing to be rewound before they would turn on.
With those rolls, feel free to look up all of these creatures. But be aware that these are ancient Azlanti versions and so the information you have may not be completely accurate.
| Vexas Flamespark |
Flipping the lever had absolutely no obvious effect. Are you leaving it in the position it was in or in the new position?
Vexas returns the lever to it's original position.
Each of the hollow, cylindrical shafts has six notches cut around the outer edge.
I didn't quite get this description. The hollow shafts are also the alcoves? The notches cut are seemingly part of the design, or damaged to the hollow shafts?
Final question, does it look like the metal shaft in the middle is capable of turning?
pauljathome
|
The shafts are in the alcove and are obviously the main function of the alcove since they mostly fill the alcove. The notches are definitely part of the original design.
No, the shaft in the middle of the room does NOT look like it can turn. It is a load bearing shaft required to keep the room stable.
| Sosche Pinn |
"Do you think this is just where they stored their clockwork devices? Might have been more at one time." Sosche wonders.
"I don't see the need to enter this chamber at the moment. I suspect if we do so, that soldier is going to have things to do and I'd rather let it, ah, sleep, or whatever."
Sosche suggests they close the door and try a different one. However if anyone goes in the room, he follows so as to cover them - keeping an eye on the clockwork soldier as he does so.
| Vexas Flamespark |
Not finding any immediate purpose in the room, Vexas agrees.
Yes, it's unclear this place serves a function that impedes or helps us.
If the party otherwise proceeds to agree, Vexas will skulk South to the next intersection, peeking around the corners and scanning for immediate trouble.
| Brannart Teskerwill |
"Should we lock the door or spike it shut? If we do something that causes these clockwork creations to animate - like flipping levers to see what happens - then perhaps we should make sure they can't cause us any trouble."
If the doors open outwards into the hall, then spiking the doors shut would be the best - easy to undo if we want to get in there later, but pretty secure against the clockworks coming out.
| Sosche Pinn |
Sosche has a travelers-any-tool, so he has a hammer/mallet for the pounding, but he has no stakes or iron spikes.
"I do have a heavy pick. I bet we could wedge that sucker to keep the doors closed, and I can grab it on my way out."
If that works, he does his best to wedge it in there so the doors cannot open.
| Brannart Teskerwill |
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Gears, hammers, shears, springs, tongs, and plentiful other tools and components lie scattered on shelves and on the floor of this room.
"Perhaps something from the previous room will work. There were so many metal parts that would serve."
| Vexas Flamespark |
Once the party is satisfied that the door is barred, Vexas takes his action described above to approach the next intersection and look around corners.
| Vexas Flamespark |
Vexas sneaks across the hall to the double doors leaving east and listen's through them.
Traps? (Perception): 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20
Activity on the other side? (Perception): 1d20 + 17 ⇒ (12) + 17 = 29
The player sees stairs, but I don't think our characters know that yet.