Rogarch |
@Baldrum - Generally you don't even need to use the Comprehend Languages spell and this is why all my casters keep it on a scroll or two. I would recommend that you use it now if Anastasia is not able to figure out what the Dark Creeper is saying as it might prevent an unnecessary combat. Comprehend Languages is a prepared spell so we can probably rest latter if it is really needed for plot purposes. Of course the decision is yours. This is only my opinion. :)
Kolris Isimlothe |
Kolris has comprehend languages as a 1/day spell-like ability (Envoy alternate racial trait). He's got this one.
As soon as gibberish starts coming from the creature's mouth, Kolris instinctively listens harder, and the words become clear.
Knowledge (local), heightened awareness, Darklands study, free inspiration: 1d20 + 9 + 2 + 2 + 1d6 ⇒ (12) + 9 + 2 + 2 + (2) = 27
Sense Motive, whispers of evil, Darklands study: 1d20 + 13 + 1 + 2 ⇒ (9) + 13 + 1 + 2 = 25
phaeton_nz |
The Dark Creeper shows you the light pouring under the secret door in the north wall. He’d like you to shut off the light as his eyes are painfully sensitive to it.
Baldrum Battlehand |
"Good idea, Carlin. However, before we do that, we should investigate the other doors. I'd hate to have potential enemies in the way of our escape route..."
Baldrum thoroughly checks the doors near the Dark Creeper.
Take 20 on Perception, Guidance: 20 + 7 + 1 = 28
He then moves over to the eastern door.
Take 20 on Perception, Guidance: 20 + 7 + 1 = 28
phaeton_nz |
No traps on the door but you do spot a second Dark Creeper as it tries to hide from you.
Baldrum Battlehand |
"There's another one trying to hide over there."
Baldrum stows his weapon and slowly approaches the second Dark Creeper in a - what he thinks - non-threatening way (with open palms).
Sense Motive: 1d20 + 3 ⇒ (8) + 3 = 11
Where is it located on the map? Also, I don't know what to make of this situation yet, but I really hope we do not have to fight them...
Anastasia Shoi-Ming |
Anastasia is confused.
“Can someone please tell me why we are not taking dark creepers prisoner? I mean why the hell are they in our Lodge!? What are they doing here? Before we open any other door I really want to understand what is going on here!“ the human woman says with a stern look on her face!
I had a 22 sense motive so any idea if they are hostages, intruders or whatever? Are they responsible for any of the dead pathfinders?
Gery Thylley |
"I think we need to find Skeldon to find out what is really going here!" Gery replies, "So far the dark creepers have not been hostile to us so I am inclined to believe them here."
Rogarch |
In the tighter corners of the new room Rogarch puts her pole-arm away. The warrior has a spiked gauntlet equipped as well as many other weapons should the situation warrant a more aggressive response.
The warrior nods at Anastasia's comments although she sees no way of bringing in these people alive.
"Alright, we should check out all these rooms but I think we should leave the secret door for last. I don't trust these people and they seem to be sneaking up on us. A little light might be a good deterrent."
"Kolris would you mind getting in here? We can start with the door that Baldrum just checked out."
Kolris Isimlothe |
"I've seen stranger things in a Pathfinder Lodge; they could be welcome guests who've successfully avoided the intruders, for all we know. Unfortunately, my spell lets me understand them, but not the other way around, so I can't ask them any questions. They are definitely asking us to get rid of the blinding light--well, blinding to them, anyway."
Kolris gestures to the secret door they pointed out with approving gestures like thumbs up and such. He then points at the door they want to check first with questioning gestures, seeking approval from the dark creeper to check that one first.
Does it respond?
phaeton_nz |
It looks a little disappointed that you're not dealing to the light but just shrugs.
The inner doors along the south wall open to small storage closets. The first closet contains reams of paper, blank notebooks, assorted inks, quills, binding glue, scissors, and similar items. The second contains a filing log of all the volumes in the library and a strange relief carving covered with serpents.
The south-east door opens into a musty storeroom which has a narrow passage in the opposite wall.
Rogarch |
"Let us check out the unexplored room to the south and then we can check out the secret door."
The unexplored room off of B5.
Rogarch is ready to move and keeps a steady eye on the Dark Creepers.
Helping Hand |
Helping Hands keeps a look out as well for his mistress.
Baldrum Battlehand |
"What a weird carving..."
The dwarf casts guidance on himself again, then scans the relief carving with detect magic.
If nothing comes of it, Baldrum moves on to the southeast room.
phaeton_nz |
Beyond the narrow passage, an arching, iron tripod rises from the center of the room, spanning a narrow hole in the packed dirt floor. A wooden-handled winch holds a thick chain that leads down into the darkness below.
Rogarch |
Rogarch asks the others.
"Shall we check out the secret door first before proceeding below?"
Anastasia Shoi-Ming |
“I want these little things detained. They are strangers. They can’t be allowed to just roam freely in our lodge!!“ Anastasia shouts hysterically.
Rogarch |
Rogarch rolls her eyes at Anastasia.
"We cannot even really communicate with them so what you are asking is impossible."
"Kolris, are you ready to pop open that secret door so we can get on with our mission?"
Carlin Ember |
They might even be here against their will... Carlin says as she looks at the creepers.
What if we have them move to the room you are in now, Baldrum? They'll have it dark for them...right? she says excitedly.
Follow me, guys! she calls to the dark creatures as she waves them into the dark room. She motions for them to stay here while they take care of the light.
Do they understand? she looks at Kolris.
Anastasia Shoi-Ming |
“But where did they come from?!? What do they know about all the dead Pathfinders?!? Where is the venture captain?!?“ she asks more and more frantically.
Kolris Isimlothe |
"We don't know!" Kolris yells, frustrated. "Why don't you cast your tongues spell and ask them? Until then, either start murdering them or recognize that they're not threatening us in any way."
Kolris approaches the secret door and inspects it in the methodical way he's inspected every door.
Perception, Take 20, trapfinding, guidance, whispers of evil: 20 + 13 + 2 + 1 + 1 = 37
phaeton_nz |
Both Dark Creepers are quite happy to move into the storeroom while you deal with the very bright light.
If it wasn't for the light spilling around it, you wouldn't have known that there was a door here at all. Also, given the intensity of the light, you could be risking blindness - it's that strong.
Rogarch |
Helping Hand taps Rogarch for luck before scurrying into the protection of his familiar satchel and closing his eyes. The warrior puts on a pair of smoked goggles to protect her eyes.
@phaeton_nz - Smoked goggles provide a +8 circumstance bonus on saving throws vs visual based attacks (any attack that a blind person would be immune to). You are also considered to always be averting your gaze vs. gaze attacks.
"Alright people if you have eye protection I suggest that you put it on."
Kolris Isimlothe |
Kolris examines Rogarch's goggles closely--depending on the half-orc's sense of personal space, perhaps too closely--muttering "very nice... gonna have to get me a pair of those...."
Stepping back, Kolris both looks away from the door and shields his gaze with his hands while he waits for Rogarch to open the door.
Rogarch |
She looks around and once everyone is prepared she opens the door.
Helping Hand has total cover and is closing his eyes in his familiar stachel.
Baldrum Battlehand |
What is it with this woman? These creatures are not threatening us, so why is she in hysterics?
Baldrum smirks and shakes his head a little, then proceeds towards the secret door.
He draws his sansetsukon and closes his eyes to protect them from the light.
Most of us are going in more or less blindly. What if we have to fight that way? That's going to be interesting...
phaeton_nz |
The not so secret door is opened
Burning, blinding light explodes from a large circular alcove in the northeast corner of the room. Within, an elaborate arrangement of mirrors, prisms, and similarly refractive materials stands carefully positioned by calipers, strings, and wires marking its precise settings. In the opposite corner dangles a three-dimensional mobile of various sized metal spheres. A complex frame surrounds the spheres. The length of the frame is etched with numbers. A broad work desk divides the two alcoves.
Anyone entering the room that fails to protect or avert its eyes must make a Fortitude save to avoid going blind.
The device emitting the light is powered by sunrods. A Disable Device check is required to shut it off.
Rogarch |
@phaeton_nz - In your opinion is the Smoked Goggles enough protection to avoid making a save against the light? In the description of the item it states that you are considered to always be considered to be averting your gaze when dealing with gaze attacks (and of course the +8 bonus vs all visual attacks).
"Perhaps this device is here for a reason. The Dark Creepers do not like the light. I am not convinced that turning it off now is such a good idea."
"Checking around for any notes or items of interest might be worth it before proceeding below."
Anastasia Shoi-Ming |
Anastasia immediately averts her gaze!!
“This is soooo bright!!“ she shouts.
Kolris Isimlothe |
Keeping his gaze averted, Kolris offers a suggestion. "If we can turn it off, we can also most likely turn it on again. There's no way we can investigate things while we're risking blindness."
"I propose we try to disable it, and then if we determine it should be left on, turn it back on again then."
phaeton_nz |
@Rogarch: Those smoked glasses seem like solar eclipse glasses so I'll say yes.
Gery Thylley |
I think the eye covering would give a +2 bonus to the Fort save to avoid the Blindness right? If so then here is Gery's save: Fort save: 1d2 + 6 + 2 ⇒ (1) + 6 + 2 = 9
"OW...OW...OW..."
Rogarch |
Rogarch seems quite comfortable in the room in her smoked googles. She starts to usher the party out of the room.
"Let me check the place out first. I do not want anyone jumped while they are trying to disarm the trap."
"Then we can talk about next steps."
@Gery - You only have to roll a save if you do not avert your gaze (or have proper eye protection). Also you rolled a d2 instead of a d20 for your save. :)
phaeton_nz |
You should unless you are taking precautions. It is like looking straight into the Sun.
Kolris Isimlothe |
Kolris waits in the other room until Rogarch gives the all-clear.
Rogarch |
Rogarch walks around the room including the two alcoves. If she finds nothing of interest she will carefully examine the work desk.
Take 20 on Perception. Due to the googles she has a -4 penalty to perception checks so the total will be 24.
phaeton_nz |
Gery is blinded.
The desk contains Miregrold’s personal journals. One of them lies open, revealing his latest entry (see slides). Others contain some pretty damning evidence concerning Miregrold’s past robberies, the spoils of which he sold to fund his research, and his misuse of Pathfinder Society
funds. Rogarch also uncovers a few dog-eared pages that concern dealings with dark folk and includes notes about their weaknesses.
phaeton_nz |
This light emitting device is powered by sunrods and requires a complex system of alchemically prepared metal rings to reduce or alter their radiance and create more controllable light energies. Anyone inspecting the various rings may note that they are engraved with Jistka numerals.
A collection of notes detailing the proper placement of banded sunrods to activate the lighting apparatus can also be found on the work desk.
An unlocked chest is stashed beneath the venture-captain’s workbench. It contains a +1 light crossbow, 12 opals worth 50 gp each, 30pp, and 50 gp.
Three vials of alchemist’s fire, two acid flasks, and two vials of antitoxin can also be found on the desk.
In the other alcove is a mobile of the Golarion solar system.
The device has five locking entry points, each just wide enough to house a sunrod. To properly activate the device, the rods need to be adjusted by fitting them with specially crafted rings that precisely boost or dampen their effect. They need to be placed in the proper order for the device to function effectively. In the wrong order, they can cause the device to fizzle or worse, overload.
The notes at the desk list the following numbers and names with the material from which the rings are crafted. The numbers correlate to slot locations labeled on the device’s blueprint.
Number Name Material
1 coruscation electrum
2 effulgence bronze
3 fulgor copper
4 glimmer magnetite
5 taper graphite
The rings contain writing explaining how to place them on the sunrod. Each ring must be placed in a specific position that correlates with a slot along its shaft. The positions are as follows:
Material Position
bronze V
copper III
electrum II
graphite IV
magnetite I
If placed in the proper order, the machine hums and fills the chamber with a bright but pleasant light. The effect is identical to a daylight spell, except that its duration is determined by the life of the sunrods. If placed in any other order, the device malfunctions.
Baldrum Battlehand |
Kolris waits in the other room until Rogarch gives the all-clear.
Baldrum will do the same, keeping his eyes closed.
Rogarch |
Rogarch collects all the treasure and paperwork. She then returns to the party and closes the door shut. She keeps one flask of alchemist fire and a vial of anti-toxin for her own use.
"We might want to pass around these alchemical weapons in case we run into a swarm."
People if you have no way of dealing with a swarm then please grab an alchemist fire or acid flask.
"There is damning evidence of corruption and notes as well about the dark folk. We should go back upstairs for a bit to examine these papers more closely before continuing."
She looks over at Gery and shakes her head at his foolishness.
"Unless he recovers soon he will probably have to stay behind. He is no use to anyone in his present condition."
Carlin Ember |
I can deal with swarms...take them. I'll grab that crossbow...i can at least use it...not a markswoman by any stretch of thew imagination... Carlin turns her attention to Gery.
Here..wrap this around your eyes...might help...can't hurt... she says as she wraps a scarf around the hallfling's head to prevent any further damage to his vision.
Gery Thylley |
"I am not completely crippled you know! At least now I know how those poor dark creepers feel..." Gery responds here, resisting the urge to rub his eyes here. Deciding to switch out the rags on his face for the scarf he nods in Carlin's direction, "Thanks!" then he asks, "Did you find any clues as to where Skeldon skipped out?"
Rogarch |
"That is what we are going to see if we can find out, Gery."
Rogarch leads the party upstairs so they can examine the papers without interruption before continuing on with their adventure. The warrior removes her goggles placing them in a handy pocket and then examines the ledger in more detail. She places particular emphasis on what is said about the weaknesses of the dark folk.
She keeps an eye on Gery to see if his condition improves.
@phaeton_nz - What do we discover about the Dark Creepers?