Raynor Cordite
|
Once back on shore, Raynor secures the services of a high priest.
Cure Moderate Wounds, CL 16th, 320gp, Caster Level Check: 1d20 + 16 ⇒ (20) + 16 = 36
Healing received: 2d8 + 10 ⇒ (1, 5) + 10 = 16
HP 59 --> HP 75 Good enough
| GM Jhaeman |
Although the First Harbormaster is getting impatient, Venture-Captain Hestram calms him down--better a slow, cautious approach than a hasty search that will get good agents killed! The cordon around the strange new vessel is maintained. After spending some time obtaining supplies and recuperating from their wounds, the Pathfinder team is once again ready for action.
Ok, once everyone is ready, please let me know what you'd like to do next.
Artemis the Relic Hunter
|
Artemis stands beside Keene and nods in approval.
I'm ready as well. Let's hope the rest isn't as dangerous as those xill we encountered.
Raynor Cordite
|
"Aye Harbormaster! pull the shuttle barge alongside! we be ready as can be..."
Raynor Cordite
|
I assume you're returning to the room where you left off and pressing onwards?
Sounds good.
| GM Jhaeman |
The Pathfinders continue their exploration, pushing through the strange, semi-incorporeal tangle of plantlife where they were attacked by the xill. The next chamber looks like it was designed for crew accommodation: berths for 39 humanoids line the bulkheads of this chamber in 7’ long by 3’ high concavities, stacked three high. However, there is no trace of personal effects and no obvious way to proceed further.
Ignatius Hellfire
|
Ignatius is glad to have control of his body and does a range of stretches, testing his muscles. "There must be a way forward. How did the xill get in here in the first place?" Ignatius searches the floors and walls of the chamber for anything out of place. As he searches, he asks, "Who searched the enemies? Did they have anything strange on them?"
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Herr Magt Jaeger
|
HP: 58 of 65
caster level check for wand of infernal healing: 1d20 + 1 ⇒ (2) + 1 = 3
Kyra, do you think you can do anything about this wound? It doesn't want to heal from my wand. Maybe just try a CLW to see if it will bypass the SR of the curse.
Magt looks paranoid constantly swiveling his head looking for another attack from nowhere.
Then he begins tapping on the walls and floor with the haft of his polearm, listening for a hollow spot.
perception: 1d20 + 13 ⇒ (17) + 13 = 30
| GM Jhaeman |
Ignatius and Magt put their heads together, and realise there's a secret door at the end of the room!
When opened, it leads to a small, simple compartment. This new chamber ends where two angled walls come to a point; lines engraved into the crystal along these walls give the chamber a sense of motion toward the terminus of the bulkheads.
Artemis the Relic Hunter
|
Artemis grabs Keene's arm and pulls him back before he leans in too close to the small chamber.
Hold on a moment, Keene. Let's try to see if this radiates any type of magic. It could be a teleportation chamber, or, it could be a disintegration device for refuse. I wouldn't want you to be reduced to a pile of ashes before my eyes.
Artemis casts detect magic on the small chamber.
Knowledge: Arcana: 1d20 + 9 ⇒ (10) + 9 = 19
Artemis the Relic Hunter
|
Ah-ha! I believe it is a short-range teleportation chamber. We should all go in very quickly, one after another, in case there are dangers on the other side.
So, who's first?
He steps aside and holds a welcoming hand towards the chamber.
Artemis the Relic Hunter
|
Well, it's hard to tell for sure, but my best guess is that this is indeed a short-range teleportation chamber. Does anyone else want to detect magic and try to read which arcana school it radiates?
Oh! Lets try placing a dead xill in there and see what happens.
Ignatius Hellfire
|
Ignatius nods at Artemis's suggestion and grabs one of the dead xill's many appendages helping to drag the creature over to the alleged transportation device.
"Even if its a teleportation device, it will be exceptionally dangerous to enter it. But at least we could rule out that's its some kind of magical trap."
Artemis the Relic Hunter
|
Well. There we go.
He says to the group.
A big grin crosses his face.
So, who's first?
Ignatius Hellfire
|
Ignatius sighs and says, "I'll go."
The tiefling walks through the portal and assuming he emerges somewhere else and isn't reduced to a pile of ashes, he immediately looks for any cover to hide behind.
Stealth: 1d20 + 20 ⇒ (14) + 20 = 34
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
| GM Jhaeman |
Moving cautiously up the stairs, the Pathfinders reach what feels like the heart of the strange ship: the pulse of its energy is almost palpable.
The cabin is dominated by a cube composed entirely of brass that balances on one point atop a 3-foot crystal plinth, where it rotates slowly counterclockwise.
Every inch of this cubiform monolith is covered in cramped script, symbols, schematic designs, and glyphs.
Blue tracers of power flash across its surface every few seconds and are absorbed into these etched characters; a cursory look reveals various parts could be slid around to create new configurations of the characters on its side. It seems that this monolith is some sort of puzzle!
Doors lie to the east.
Attempting to solve the puzzle requires a successful Knowledge (arcana) or Intelligence check. You cannot take 10 or 20 on this check.
Artemis the Relic Hunter
|
See? Just a teleportation pad.
Upon entering the new chamber, Artemis stares in awe at the strange puzzle device. He glances around the chamber and device.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
Fascinating. A complex puzzle.
He walks slowly towards it and studies the strange inscriptions.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
But doesn't notice anything odd other than the strange device.
Should I take a crack at trying to solve it?
Ignatius Hellfire
|
Knowing enough to not mess with forces he doesn't understand, Ignatius keeps back from the strange cube and swirling energies. Instead he scans the area for anything unusual.
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
Ignatius points out the strange line of text on the brass surface of the cube.
"Does anyone know how to read Ancient Osiriani? That's what that line of text looks like to me, but I don't know the language well enough to read it."
Raynor Cordite
|
Perception 1: 1d20 + 1 ⇒ (13) + 1 = 14
Perception 2: 1d20 + 1 ⇒ (17) + 1 = 18
Intelligence Check: 1d20 + 2 ⇒ (19) + 2 = 21
Raynor observes the symbols and patterns and notes where matches could be made in logical order...
"Hey, I think those symbols over there would fit over here, here, and over there... what do you all think?"
Artemis the Relic Hunter
|
Good find, Ignatius. Luckily, I speak and read Osiriani. Now, let's see what it says...
Oh! Ancient Osiriani. Lemme take a look.
Linguistics*: 1d20 + 9 ⇒ (2) + 9 = 11
Why the hell am I rolling 1s & 2s in all my games recently!?!
| GM Jhaeman |
When Keene carefully slides the patterns on the surface of the cube to form some sort of complete pictogram, two things happen simultaneously. First, a secret door in the western wall slides open to reveal a staircase heading downwards. Second, a corpse-thin ancient-looking woman seems to almost slide out of the monolith, her body shifting from ghostlike to corporeal as it does so. The woman looks exhausted, confused, and frail. "Who . . . what . . . "
Raynor Cordite
|
"Evildoer from 'nother dimension? should I smite?!" asks Raynor, detecting evil in the newly appeared creature. Move action to do so, as if I had concentrated 3 rounds with the detect evil spell
Sense Motive to see if she's faking this exhaustion: 1d20 + 5 ⇒ (17) + 5 = 22
Raynor then proceeds to utter a quick prayer to the Harborwing under his breath!
Standard action: Divine Favor
Raynor Cordite
|
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Evil is one thing, but Raynor had long-learned that while he should be on his guards, that there could be something worthwhile in leaving this creature breathe for the moment being. To decimate her on the spot could for instance doom Absalom to a fiery death from whatever dimension this strange ship had appeared from, and for the moment being, perhaps information gathering and offers of help would be in everyone's best interests...
"Pathfinders, this is indeed a creature of evil, as confirmed by the powers that have been bestowed upon me. However let us find her purpose here, if we can..."
Raynor addresses the hag, "Madame, I am Captain Raynor Cordite, hailing from Absalom, and we have noticed that your ship may be in need of assistance. However some of our sailors were attacked by magical guardians on the upper deck. We have entered your ship to find if some living creatures call it their home. So far we were attacked by xills, but with great effort we have lived through this unfortunate experience. You are the only other intelligent creature we have met onboard. What is thy name and please let us know if we could help or assist. You will find the citizens of Absalom to be reasonable and well-intentioned."
Diplomacy: 1d20 + 16 ⇒ (17) + 16 = 33
| GM Jhaeman |
The hag looks surprised and pleased to be spoken to with such respect. "I am Skarja. I have been trapped in suspended animation within the crystal hull of this vessel for untold years! Many creatures are so held, and the ship uses them as fuel sources to power its ability to drift through dimensions. Recently, it was my turn to be moved into the plinth, immobile, as I felt my life being slowly leeched away. The hated xill now control the ship through a rare plant found on the Ethereal Plane that allows them to tap into the helm and control its movements."
Raynor Cordite
|
"Well met Skarja. It appears we have a common enemy. Could you tell us the name of that plant, and tell us what it looks like? in the spirit of cooperation, can you tell us the story behind your conflict with the xill, and where this crystal ship originated from?"
Artemis the Relic Hunter
|
Artemis quickly pulls out his charcoal stick and drawing pad, and with tongue sticking out in concentration, begins sketching the night hag and the puzzle plinth. He makes notes around the edges of the drawing of the hag's and Raynor's discussion.
"Fascinating. This information will surely get me published in a Pathfinder Chronicle."
Ignatius Hellfire
|
Ignatius stands at the ready, and nods appreciatively when Raynor decides not to run the night hag through.
I'm glad to see that he's not the kind of paladin who needs to attack every evil creature that he sees.
Herr Magt Jaeger
|
None should be enslaved and consumed either by the ship or the Xill. I can agree with helping you out of that level of your predicament. Know that we are quite aware of the reputation of you people. Hostility toward us will not go well.
How were you captured that we may avoid the same? how many Xill are present (if that is the correct word)? I have a score to settle with them. Anything else you can tell us about this vessel and those within it can only help your situation.
I must keep an eye on this one. Betrayal is nearly a certainty.
| GM Jhaeman |
Skarja replies to Raynor: "My taking was so long ago, I barely remember. It was before the xill occupied the vessel, that much I recall. As for where this ship hails? I know not. The plant I recognise as a xenophage creeper--a semi-sentient, semi-corporeal plant that the xill can control!" She shrugs at further questions from Magt. "I know only flashes from my transfer from stasis in the hold to the helm plinth. But I wish no conflict on this day. I offer you these gems in gratitude for freeing me." The hag holds out a handful of valuable gems.
Raynor Cordite
|
"Are those simple gems or are they vessels for something else? some of us are well-versed in magic and the occult: please explain their functions, if beyond monetary. Thank you. Oh, and do you require food or drink?" ask Raynor, paying attention to the hag's answer in regards to the gems, as he seems to recall some distant chatter between sailors at sea in regards to hags and their commerce of souls, which they store in gems he recalls faintly...
Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21