| GM Bret |
Spire as in a building or structure. It seems large sections of buildings from the prime material have either been replicated here in this space or moved into it.
Numair finds Leventi's ledger. This contains cryptic notes about dozens of different contracts and deals that are difficult to parse but might provide more context when combined with other clues.
Anyone looking on the desk can find a magical quill resting in a jar. One of your group identifies it as a Soul Scribe Quill.
There are multiple people capable of DC20 Spellcraft, so no reason to not just reveal the item.
Although the ledger is interesting, without additional information you can do little with it at the moment.
ledger earns the PCs 1 Evidence Point
Where would you like to go next? Museum or Storage Area are the two places you know of.
Everyone will need to make two Will checks to get to either location — one to return to the ordinal room and another to go to your destination.
Two Blades in the Shadows
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Two Blades turned pale at the mention of the Soul Scribe Quill. "That is not a nice item, and I will have nothing to do with it." he muttered.
Will and not in a nice place #1: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Will and not in a nice place #2: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Korvan the Hunter
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WILL#1: 1d2 + 5 - 4 ⇒ (2) + 5 - 4 = 3
WILL#2: 1d2 + 5 - 4 ⇒ (1) + 5 - 4 = 2
well that is probably not good
Khellek the historian
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"Well, this ledger is certainly interesting.." says the scholar, who pockets the also interesting quill.
"Wait, leaving already?" he sighs and starts the long climb back up the spire.
will, heroism, headache,outsider: 1d20 + 6 - 4 + 2 + 1 ⇒ (18) + 6 - 4 + 2 + 1 = 23
will, heroism, headachemoutsider: 1d20 + 6 - 4 + 2 + 1 ⇒ (14) + 6 - 4 + 2 + 1 = 19
| GM Bret |
Are you going into the storage area or the museum? No one has said.
Numair stops in the room you originally entered.
He notices that Korvan has some of the ink sticking to him as the half-elf enters.
Two-blades has no problem with the first transition, but gets ink on him with the second one.
Khellek doesn’t have any problems with the ink.
By the time you get to the second location, Two Blades has one instance of ink on him and Korvan has two.
Inspecting the ink on the two, Khellek is able to determine it will make them more susceptible to spells from the person who put the ink in the scrolls, presumably Leventi. He thinks that the Erase spell would be the best way to get rid of the ink. It is likely that with time the ink would also fade.
Korvan the Hunter
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If Korvan is told of the ink he will try to get it off him using a cloth but then seeing that it is magical in nature gives up. "Ink has never liked me. I used to spill it all the time in my early schooling. Now it appears to get its revenge upon me. I was better at recess." he says with a chuckle to bolster his confidence.
Doodlevain "Doodle" Montafescue
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Will 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Will 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Doodle points toward the storage area. ”I say we go that way. Might find more evidence in there,” she advises.
Khellek the historian
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"Don't worry too much about the ink. While it may make you slightly more susceptible to Leventi's magic, it will fade with time. The only other alternative I can think of is one of the most wicked spells ever devised. Obviously it is not one that I know."
| GM Bret |
Sorry, thought I had done an update.
Doodles is able to avoid having any ink stuck to her, although it was close. She is pretty sure that if she had not been aware of the hazard she would have gotten some ink on herself.
You enter a simple storage area containing numerous records and treasures Leventi isn't currently displaying. There is a strange scent in the air.
Zarta notices that the northeast shelf holds the first 19 editions of The Glorious Nation of Cheliax: The Certified Most Accurate and Complete History of the Greatest Empire on Golarion. Zarta comments how she wouldn't exist even as a memory if the Pathfinders had not thwarted the Order of the Rack and Tancred Desimire's schemes.
I would like everyone in the room to please give me a Fortitude save.
You can stay in the room and search if you want, in which case you can give me a Perception and another Fortitude save.
Two Blades in the Shadows
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Fort save: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26
2nd fort save: 1d20 + 8 ⇒ (16) + 8 = 24
Being ever so curious, Two Blades checked to see that items that he could "liberate" during his visit to the Nine Hells.
Korvan the Hunter
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FORT: 1d20 + 12 ⇒ (2) + 12 = 14
Korvan feels it best to wait outside and guard and he leaves the room.
| GM Bret |
Quickly searching, Two Blades locates a hidden panel in the lower storage area. In it is a trunk containing travel equipment, including a featherlight compass and homebound timepiece.
Korvan is having a bad day. He gets a lung full of the fumes only to realize there is poison gas in the room. He feels it interfering with his breathing.
1 Con drain for first failure.
Don’t forget it is a Will save on the way out.
Khellek the historian
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fort,heroism: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11extra +1 if evil outsider based effect
reroll fort,heroism: 1d20 + 7 + 2 + 4 ⇒ (11) + 7 + 2 + 4 = 24extra +1 if evil outsider based effect
Khellek coughs and then quickly ducks back out of the room.
-will,heroism, evil outsider,headache: 1d20 + 6 + 2 + 1 - 2 ⇒ (8) + 6 + 2 + 1 - 2 = 15
Doodlevain "Doodle" Montafescue
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Fort save 1d20 + 10 ⇒ (9) + 10 = 19
Will save 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
”Yeah, going in there was a bad idea. Whoever came up with that plan screwed up,” she grumbles, cheeks blushing from embarrassment.
| GM Bret |
Doodles makes it back out without issue.
Grog wakes up and notices others had been exposed to poison while he was waiting in the entrance hall with Numair.
Two Blades gets out, but does get some more ink stuck to himself in his haste to get out of the poisonous gas.
Does anyone want to use Heal on Korvan since he needs to do more saves against the poison he got in his lungs?
Khellek the historian
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Khellek looks at Korvan with concern.
"I can't fix this properly. But I think I can keep it from spreading, maybe until we are back in Absalom, where we can find someone who can deal with it better."
He takes out a page scented with sage and wafts it under his students nose. "Mostly I use this trick on my students who overindulge in alcohol just before an important event."
Casts delay poison. With a bit of luck that should at least see him through the adventure and we can get a more permanent solution before any more drain kicks in.
Korvan the Hunter
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Korvan exits the room and tries to clear his head...
WIL to exit: 1d20 + 5 ⇒ (20) + 5 = 25
FORT vs Poison: 1d20 + 9 ⇒ (10) + 9 = 19
| GM Bret |
I believe everyone is back in the main entrance at this point.
Status:
Korvan 2 ink - 1 Con drain delay poison
Two Blades extended Heroism 2 ink
Doodle Mage Armor, False Life +14 temp hit points
Khellek extended Heroism
Grog Magic Circle against Evil, extended Heroism
Numair Resist Energy (Fire), Magic Circle against Evil, See Invisibility, Overland Flight
You could wait here to see how long it takes the ink to wear off or proceed through the scroll to the North.
Khellek the historian
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"Our magical protections won't last forever, and waiting increases the chance of our host realizing that something is wrong. I have no idea if he can casually scry within his own domain, but he seems to be a creature of caution. "
The elderly scholar then shrugs "But also careless, so maybe it is just my own old age projecting itself."
Khellek the historian
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"Mr Grog, if I could suggest you had our front, and went through first.."
Khellek the historian
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As he pushes through the scroll/doors, Khellek can't help but admire its structure. "Maybe we should get some like this in the Grand Lodge. It would stop students disturbing me in the library unless it was very important."
will,heroism,outsider,headache: 1d20 + 6 + 2 + 1 - 4 ⇒ (13) + 6 + 2 + 1 - 4 = 18
Doodlevain "Doodle" Montafescue
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Will save 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Doodle does her best to fight off the effects of the strange travel.
| GM Bret |
I have arranged tokens in the room you will be entering, feel free to adjust their positions or let someone else know how you would like to be repositioned. I have also added a token for Zarta. You can reposition her as well as long as it isn’t to the front line.
I will wait for the rest of the Will saves before proceeding.
Korvan the Hunter
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WILL: 1d20 + 5 ⇒ (1) + 5 = 6
well that stinks
After feeling the effects of all this tainted magic Korvan feels it best to stay in the back with his bow ready and not up front.