GM PaleDim |
Now that you've established a basic means of communication, you soon realize that it's going to be tedius to proceed with only yes/no communication. This tool is effective when the students have such questions but...
You may attempt to communicate more complex messages via objects present in the rooms the students inhabit. The abacus is a great candidate for this.
COMMUNICATE FROM BEYOND [two-actions]
Requirements Students are present to witness your attempt to communicate. There are appropriate means of communication, such as items of negligible Bulk to manipulate, powder to write in, or lights to make a pattern.
You try to communicate a simple message to the students from your phase of reality. Attempt a DC 15 Athletics, Diplomacy, Occultism, or Thievery check with the following results.
Critical Success You communicate a phrase of up to 10 words.
Success You clearly communicate one word to the students. Failure The students cannot understand your
communications.
Critical Failure The students misinterpret your message,
gaining incorrect information determined by the GM.
Feel free to give a more complex message a try, while you have the students' attention.
Geltra |
With some rudimentary communication established, the students seem visibly reassured that you, the chaperones are present and looking for a solution to the problem.
Geltra, who has been examining the plaques around the room, exclaims,
“I’m glad you’re here. I can’t make any sense of these plaques! They’ve been separated from their displays, and the labels are very strange. Could you give us a hand, since we all seem to be stuck here?”
She lays the four plaques on the table and steps back.
See Handout #2: Scrambled Plaques.
Geltra seems more upset at the prospect of not finishing her assignment than by the disappearance of the residents of the lodge.
Yuan Wu |
Yuan Wu quickly turns his attention to the abacus, excited at the prospect of communication.
diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Looking at the plaque, he focuses on the first, and attempts to send the word:
METEOR.
I don't think we should be giving them the answers outright, but I guess hints are ok?
Eltis |
Eltis is not incorrect in his past experiences about how one might experience receiving divine guidance, but even as the spell completes he's left unsure about his ability to target beings in the Material plane.
You won't be able to target the students with spells.
Was worth a try. Figured this might be the case..
Thevenin Serkat |
”Theyre going to think we are ghosts,” Ghardak says, confused by the Leshy’s actions.
My apologies - I thought you were saying 'Yes' to the 'Is Alec lame?' question. I see you meant to respond to the 'Are you the chaperones?' question.
Thevenin opposes insulting the students. They'll answer 'no' to 'Is Alec lame?'
---
Plaques:
I think it's 1. Meteor (streak down from the sky), 2. Spyglass (put me to your eye), 3. Horn (ru-BEES which make honey), 4. Owlbear (white tail).
Yuan Wu seems like he has a good plan, so Thevenin just helps him.
Aid Diplomacy: 1d20 + 12 ⇒ (3) + 12 = 15 vs DC 15
GM PaleDim |
I don't think we should be giving them the answers outright, but I guess hints are ok?
This is up to you, but given the communication complication, I think it's okay to be more direct here.
GM PaleDim |
The party gets on the right track and starts figuring out what some of the plaques might mean, successfully communicating their guesses with the students.
Ghardak's Crafting (T): 1d20 + 5 ⇒ (17) + 5 = 22
William Billy Actium's Crafting (T): 1d20 + 4 ⇒ (4) + 4 = 8
Thevenin Serkat's Crafting (U): 1d20 - 1 ⇒ (9) - 1 = 8
With the party's hint, the students figure out plaque 2 is Spyglass from Skywatch, a mysterious observatory in Brevoy.
Ghardak's Society (U): 1d20 + 0 ⇒ (9) + 0 = 9
Thevenin Serkat's Society (U): 1d20 - 1 ⇒ (14) - 1 = 13
Eltis's Society (T): 1d20 + 5 ⇒ (5) + 5 = 10
Plaque 3: While the Pathfinders don't quite get it, the hints are enough for the students to remember Beaky III, the stuffed owlbear companion of Grand Prince Stavian I. The Pathfinders seem less aware of who this is.
Ghardak's Nature (U): 1d20 + 1 ⇒ (16) + 1 = 17
Thevenin Serkat's Nature (T): 1d20 + 7 ⇒ (18) + 7 = 25
Eltis's Nature (U): 1d20 + 3 ⇒ (16) + 3 = 19
You missed the specifics for the third plaque, but I figure by process of elimination the students could recover the correct details for it :)
----
With the first part of the assignment completed, but the mystery of how to reunite with the students remaining, the reliable ones decide to split up to explore the lodge, hoping to find other adults, or at least complete their work.
Geltra and Hari head to the kitchen (A3) after peaking into the conference room (A2).
Tels and Vim venture further into the lodge, stopping in the battleground (A4).
Alec heads to the library by himself (A7).
The rest of the students decide to stay put until they are rescued.
You can explore the lodge and help students as you like. What do you do?
Thevenin Serkat |
"Let's follow Alec, at least everyone else has a buddy."
Thevenin votes for Alec, but would rather the party stick together than than split, so they'll go along with whatever the majority/plurality want.
GM PaleDim |
So as it stands, most of the party is following Alec. Eltis, do you still want to break off from the rest and follow Geltra and Hari?
GM PaleDim |
Continuing on for most of the party, Eltis let me know what you want to do.
A7. LIBRARY
Creased old maps, bound collections of reports, and yellowing historical records fill the shelves inside this quiet library. A surprisingly large number of romance novels with titles like Lord Rumplefield’s Bride, Yearnings of Autumn, and Abandoned by the Arclord also crowd the shelves.
One bookshelf on the north wall stands out from the wall, revealing a door marked “Restricted: Sensitive.” A small alarm bell is attached to the wall above the door, but the wire connecting it to the doorway has been disconnected.
Alec Gracekin |
In front of the hidden door, Alec Gracekin kneels down, hard at work with a set of thieves’ tools. The young man mutters, “The good stuff must be in here,” as he works.
You all recall the field trip rules that he is technically breaking. It seems that Alec's MO is drastically different when he thinks he isn't being watched!
Can you save Alec from himself, and either remind him of the field trip rules or else otherwise distract him from this task?
Use Communicate from Beyond to try either of these tactics.
Thevenin Serkat |
HI HI, Thevenin attempts to communicate. NAUGHTY.
Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17
GM PaleDim |
However, it seems his attempt to force the door open triggered some protective measures. Four fey creatures appear amongst the stacks in this library. Humanoid, mange-ridden opossums, with boar-like tusks.
Of course, there has been the issue that other beings in this lodge could neither hear nor see the Pathfinders, but these creatures seem to very much exist on the same phase shift (luckily for Alec!)
They’re looking, right, at you!
Yuan Wu's Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Ghardak's Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
William Billy Actium's Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Thevenin Serkat's Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Eltis's Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Init, fey creatures: 1d20 + 6 ⇒ (10) + 6 = 16
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
The bold may go
Eltis
Thevenin
Billy
Yuan Wu
------------------
RED
BLUE
GREEN
PURPLE
------------------
Ghardak
Eltis, Thevenin, Billy, and Yuan Wu are up!
Yuan Wu |
vs green: Exploit Vulnerability, esoteric lore: 1d20 + 8 ⇒ (13) + 8 = 21
You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
(That s a success for up to L5 creature, i.e. likely a success. So Yuan Wu can exploit it's highest weakness or personal antithesis (i.e. +3 dmg), whichever is better. Also, Yuan Wu has Diverse Lore, essentially allowing a free Recall Knowledge. Would like to find out its worst save.)
Thankful that the creatures are on their plane of existence and not the students', Yuan Wu takes a moment to study one of them, figuring out what might work best against it.
Empowering his asp coil, Yuan Wu moves forward and takes a swing.
vs green: +1 asp coil: 1d20 + 8 ⇒ (11) + 8 = 19 slashing, implement's empowerment: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 + highest weakness or +3, whichever is higher
◆ Exploit Vulnerbaility
◆ Stride
◆ Strike
Thevenin Serkat |
"Hi, hi!" Thevenin waves enthusiastically. "...oh. Bzzap, then!"
◆ Recall Knowledge (special attacks/defenses), Nature +7
◆◆ Electric Arc vs Green, Blue
Electricity: 3d4 ⇒ (2, 2, 1) = 5
DC 19 basic Reflex save
Eltis |
"At least they aren't in phase with the kids..."
He gives a quick gesture towards Billy and then takes a shot at Purple with his crossbow.
1 action cast Guidance on Billy
1 action shoot Purple
1 action reload
crossbow: 1d20 + 9 ⇒ (5) + 9 = 14
P damage: 1d8 ⇒ 4
William "Billy" Antrium |
Using 10 Paces he is able to draw his pistol and move
Interact to draw
1st action to move
2nd action to create a diversion while spinning his pistol around his finger against purple
1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 create a diversion with Deception
and then fires at purple with both barrels
1d20 + 9 ⇒ (18) + 9 = 27
1d10 + 1 ⇒ (5) + 1 = 6 concussive so P/B
1d8 ⇒ 1 fatal
GM PaleDim |
Yup, that is a success Yuan Wu!
Yuan learns that these creatures are weak against cold iron weapons. Weaknesses cold iron 2 (so your personal antithesis is higher)
Yuan Wu approaches one of the fey, winding his asp coil in front of him. Its display is formidable and when his last foot falls it snaps forward, slashing at the grimple's stomach. The grimple clutches it with both hands, as pain sets in.
14 damage
It's struggling to keep from doubling over. Still alive, but bloodied. The possum-fey creature glares at Yuan Wu.
--------------------
Thevenin gives a very pleasant greeting before thinking on the creatures.
Thevenin Serkat's Nature (T): 1d20 + 7 ⇒ (7) + 7 = 14
--------------------
Thevenin knows that these are Grimples, loathsome fey gremlins.
Whenever a living creature touches or is touched by a grimple (including via a successful unarmed melee Strike), it must succeed at a DC 15 Reflex save or become infested by gremlin lice. While infested, the targeted creature is distracted by the itching sensation and is stupefied 1, though it can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds. The infestation ends after 24 hours or until the creature is submerged in water or exposed to a severe cold environment, whichever comes first.
--------------------
They then throw their leafy hands forward to emit an arc of electricity.
GREEN DC19 Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
BLUE DC19 Reflex: 1d20 + 9 ⇒ (12) + 9 = 21
--------------------
With battle speed already having been achieved, both targets are quick to jump and minimize the damage.
half damage, 2 each
--------------------
Eltis' crossbow bolt flies in the general direction of his target, but misses and sticks in a nearby bookshelf!
--------------------
This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the weapon damage die by one step. If the weapon has the fatal trait, this increases the fatal die by one step.
So fatal d8 becomes fatal d10.
6*2 => 12 plus another d10.
Fatal damage: 1d10 ⇒ 2
--------------------
Billy successfully distracts his target grimple, making his pistol shot an easy hit to its chest. This one looks in as bad of shape as the first one that Yuan Wu savaged!
14 damage to PURPLE
RED
BLUE -2
GREEN -16
PURPLE -14
Not a bad start! The grimples are up.
GM PaleDim |
The grimples shout something terrible sounding in another language...
--------------------
They all begin projectile vomiting at the party...
GREEN cooldown rounds: 1d4 ⇒ 1
RED cooldown rounds: 1d4 ⇒ 2
BLUE cooldown rounds: 1d4 ⇒ 3
Yuan Wu's Fortitude (E): 1d20 + 7 ⇒ (18) + 7 = 25
Thevenin Serkat's Fortitude (T): 1d20 + 7 ⇒ (20) + 7 = 27
Yuan Wu's Fortitude (E): 1d20 + 7 ⇒ (13) + 7 = 20
Eltis's Fortitude (E): 1d20 + 7 ⇒ (6) + 7 = 13
Ghardak's Fortitude (E): 1d20 + 10 ⇒ (7) + 10 = 17
William Billy Actium's Fortitude (E): 1d20 + 6 ⇒ (11) + 6 = 17
--------------------
What had been a normal, pleasant, one-sided murder hobo'ing affair turns to a disgusting, sticky mess with a stench that physically hangs in your nose and mouth. You might have to retch yourself.
30ft lines
PURPLE's vomit splatters across Yuan Wu and Thevenin.
GREEN's vomit splatters across Yuan Wu and Eltis.
RED's vomit splatters across Ghardak.
BLUE's vomit splatters across Billy.
Eltis, Ghardak, and Billy can't entirely handle it. sickened 1
Now that everyone is thoroughly soaked in puke, the grimples begin to retrieve sizeable rocks from their satchels and hurling them at all of you! It does not help that Yuan Wu is front-and-center for three of these!
PURPLE rock vs Yuan Wu, B damage: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 121d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
GREEN rock vs Yuan Wu, B damage: 1d20 + 9 ⇒ (16) + 9 = 251d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
RED rock vs Yuan Wu, B damage: 1d20 + 9 ⇒ (1) + 9 = 101d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
BLUE rock vs Billy, B damage: 1d20 + 9 ⇒ (19) + 9 = 281d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Turns for each:
◆ Putrid Vomit
◆ Interact: retrieve rock
◆ Strike: ranged rock
--------------------
Yuan Wu: miss bonk miss 5 bludgeoning damage
Billy: bonk OUCH! crit for 8 bludgeoning damage
GM PaleDim |
------------------
COMBAT TRACKER
Round: 1 -> 2
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
The bold may go
Round 1
------------------
Ghardak (sickened 1)
------------------
Round 2
------------------
Eltis (sickened 1)
Thevenin
Billy -8 (sickened 1)
Yuan Wu -5
------------------
RED
BLUE -2
GREEN -16
PURPLE -14
Everyone is up!
Ghardak |
"That was.. disgusting..." Ghardak says.
He tries to wipe away some of the gunk.
+ Throw up/wipe away Fort: 1d20 + 10 ⇒ (13) + 10 = 23
+ Stride
+ Raise Shield
Yuan Wu |
Did any of the actions by green have the manipulate trait? If so, it would trigger his Implement's Interruption, i.e. reactive strike. Sorry should have alerted in my post earlier. If so...
vs green: +1 asp coil: 1d20 + 8 ⇒ (11) + 8 = 19 slashing, implement's empowerment, personal antithesis: 1d6 + 3 + 2 + 3 ⇒ (6) + 3 + 2 + 3 = 14
Will wait to see if that takes down Green before posting his actions for this round.
Eltis |
'Disgusting..."
He makes some retching noises...
fort save vs sickened: 1d20 + 7 ⇒ (11) + 7 = 18
Eltis once again targets Purple. This time with a ray of holy energy.
divine lance: 1d20 + 7 ⇒ (17) + 7 = 24
good damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7
1 action save vs sickened
2 action cast
Thevenin Serkat |
Thevenin tastes the vomit with his feet.
Did Thevenin Critically Succeed the save?
"Ew. Watch out. Whenever a living creature touches or is touched by a grimple (including via a successful unarmed melee Strike), you must succeed at a DC 15 Reflex save or become infested by gremlin lice. It'll make you stupid (stupefied 1) for 24 hours or until you take a bath or a chill, although you can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds."
"So stay away and zap-zap! STAY AWAY MEANIES!"
Demoralize (Intimidation) vs Green (Blue if Green is down): 1d20 + 10 ⇒ (4) + 10 = 14 (Intimidating Glare, so no language penalty)
Zap Zap: 3d4 ⇒ (4, 4, 2) = 10 vs Green, Blue (Red if Green or Blue is down)
DC 19 basic Reflex save
William "Billy" Antrium |
1st action
The gunslinger attempts to puke up that nasty stanky stuff
1d20 + 5 ⇒ (17) + 5 = 22 Fort
Them varmits sure are mean, he says as he wipes the vomit off his lip, using his gloves.
He reloads and will either shoot at blue or purple Depending which one is up but preferring blue because it threw up on him
1d20 + 9 ⇒ (3) + 9 = 12 double barreld pistol
1d10 + 1 ⇒ (1) + 1 = 2 P/B bullet
Pew! Pew! the gun fires
GM PaleDim |
Ghardak feels much better after depositing another puddle of vomit on the floor next to him. He advanced on the grimples and hold position behind his shield.
------------------
Yuan Wu: Retrieving the rock from the satchel is manipulate, so let's work through this...
Just as his target is about to throw his rock, Yuan Wu takes the opportunity to lash out at it again. This time it drops to the ground and bleeds out.
GREEN down. The rock it threw never hit Yuan Wu, that 5 damage goes away.
------------------
Eltis likewise retches to feel better (it works!)
His target succumbs to the divine lance and drops. PURPLE down.
------------------
Yes, Thevenin critically succeeded at their save.
The grimple BLUE seems to not be bothered by the leshy's glare.
However, they both then jump in surprise when another electric arc comes their way... vs RED and BLUE
RED DC19 basic reflex: 1d20 + 9 ⇒ (11) + 9 = 20
------------------
They avoid the worst of it but are still a little shocked. The books on the shelf between them are a little singed too!
------------------
Billy finishes the parade of retching, also recovering. He's clearly still gathering himself as his aim is way off.
GM PaleDim |
------------------
COMBAT TRACKER
Round: 1 -> 2
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
The bold may go
Round 1
------------------
Ghardak
------------------
Round 2
------------------
Eltis
Thevenin
Billy -8
Yuan Wu
------------------
RED -5
BLUE -7
GREEN -30
PURPLE -21
Yuan Wu is up!
GM PaleDim |
The grimples AC is somewhere between 15 and 19 based on your misses and hits so far. Will DC is 15 or greater. Perception DC is 19 or less.
Yuan Wu |
Nodding in satisfaction in taking down one of the creatures, Yuan takes a step to bring himself in reach of the remaining two.
He focuses briefly on the creature directly in front of him...
vs red: Exploit Vulnerability, esoteric lore: 1d20 + 8 ⇒ (12) + 8 = 20 (should be success)
... then strikes again with his asp coil.
vs red: +1 asp coil: 1d20 + 8 ⇒ (20) + 8 = 28 slashing, implement's empowerment, personal antitheses: 1d6 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11
My reading of the rules is that even though I activate the weaknesses of these creatures, to get the personal antitheses (which has a higher damage), I would need to exploit vulnerability on the individual. Also, to be able to activate implement interruptions.
◆ Step
◆ Exploit Vulnerability
◆ Strike
GM PaleDim |
Indeed it is a success.
Yuan Wu shifts his focus to the next grimple. It gets visibly nervous as he approaches, but it is soon mercifully released from its anxiety. Thankfully, in this phase shifted reality, the gore passes right through the book shelves.
RED down.
--------------------
The last, least little grimple lashes out at its nearest foe: Ghardak!
◆ Strike: bite, piercing damage: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 181d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
◆ Strike: bite, piercing damage: 1d20 + 9 - 8 ⇒ (15) + 9 - 8 = 161d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
--------------------
Unfortunately for this little fey, it's hard to get a bite of the dwarf around the sizeable shield that's been raised up in front of him.
------------------
COMBAT TRACKER
Round: 2 -> 3
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
The bold may go
------------------
Round 2
------------------
Ghardak
------------------
Round 3
------------------
Eltis
Thevenin
Billy -8
Yuan Wu
------------------
RED -27
BLUE -7
GREEN -30
PURPLE -21
Everyone is up! FINISH IT
Thevenin Serkat |
Thevenin will cast electric arc one more time, even if there's only one target, and then cast Guidance on Yuan Wu.
Electricity: 3d4 ⇒ (1, 3, 1) = 5
DC 19 basic Reflex
GM PaleDim |
Ghardak's beard begins to stand on end, and he soon realizes why. A zappy arc appears overhead and continues to the grimple in front of him. The beard's telegraphing gives it an instance to react.
2 damage to BLUE.
BLUE -9
Everyone but Thevenin are up!
Eltis |
Eltis brings the holy energy of Apsu down upon the last of the loathsome creatures....
Seeing the battle all but over he starts trying to clean himself up...
2 action cast
1 action desperate cleaning
divine lance: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9
Yuan Wu |
Yuan Wu nods as he takes down another of the creatures. He turns his attention to the last one.
vs blue: Exploit Vulnerability, esoteric lore: 1d20 + 8 ⇒ (2) + 8 = 10 (That's a fail but likely not crit fail. Doesn't matter as I can still activate the personal antitheses.)
He glares at the fey, letting it known his anger at the threat it brings to their wards.
demoralise, intimidating glare: 1d20 + 8 ⇒ (13) + 8 = 21
Only then does he strike!
vs blue: +1 asp coil: 1d20 + 8 ⇒ (14) + 8 = 22 slashing, implement's empowerment, personal antitheses: 1d6 + 3 + 2 + 3 ⇒ (2) + 3 + 2 + 3 = 10
◆ Exploit Vulnerability
◆ Demoralise
◆ Strike
GM PaleDim |
Eltis' divine lance brings the last grimple to the brink. Its expression now turns to pitiable resign at what everyone in the room knows about its fate.
------------------
Def. not a crit failure.
The state of the last grimple makes much of Yuan Wu's preparation unnecessary. However, it will spend it's last moments frightened as the asp coil whips through the phase-shifted bookshelf and ends it.
GM PaleDim |
Just as the last fey is defeated, a few objects suddenly enter your phase of reality, accompanied by a loud whooshing sound:
[ul]
[li]a nondescript romance novel[/li]
[li]two potency crystals[/li]
[li]four minor healing potions[/li]
[/ul]
The pages of the romance novel flip back and forth a few times.
Ghardak's Perception (T): 1d20 + 6 ⇒ (11) + 6 = 17
William Billy Actium's Perception (E): 1d20 + 6 ⇒ (2) + 6 = 8
Thevenin Serkat's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
Eltis's Perception (T): 1d20 + 8 ⇒ (2) + 8 = 10
--------------------
“Failsafe, bring"
There was more to the message that you didn't get.
--------------------
Then, the book suddenly recedes from this phase of reality the items remain for you to take. Further communication is impossible for now.