Roaghaz

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172 posts. Alias of utopia27.


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Shadow Lodge

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yah, a little bit. The title doesn't survive well. And the logo gets a bit mangled. As soon as I plump for Adobe Pro, or a scanner, I'll get concerned about the cosmetic...

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yah.. Zoathris is the dark stalker at the end of the module. The story actually revolves around him, but from a player perspective, it comes across as fragments scattered through the module. If you read the module backwards, it makes much, much, much more sense... :)

BTW, y'all ace'd the 8th graders. They let the poor schmoe die. When Zoathris explodes at the end, Miregold was still stuck in the machine, and Zoathris went tac nuke right next to it - took the machine out as well.

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that would be because I uploaded the wrong set... now there's a nice shiny set of PDFs out there... (including the correction for yours, Ka).

openoffice will import the PDFs after I've sliced the Chronicle page out of the electronic of the scenario/module. I can then annotate. It'll also let me cleanly export back to pdf. Works out nicely altogether, but I have to remember to upload the PDFs, not the ODGs....

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Chronicles here. If there are any discrepencies, please let me know. I'll be reporting the results to the Gamesday folks by Saturday.

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@Ka - I've got you down for 2 PP for a wand CLW. Is that still right? So when i report this your PP 'net' will be 0, though your fame should still advance 2. clear as mud?

...and S&S proceeds apace. I've certainly got plenty of folks to fill the two tables. I haven't gone deeper and started evaluating submissions in detail yet. Unfortunately my wife won't be joining us as we push off into the madding seas... she decided she can't commit to the pace I'd put on those. Maybe some other interesting folk from different corners of Paizo-land though :)

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I think the reference was to Zoathris's vengeance on Miregold. He doesn't wind up in such a good way. If the PCs let him die (Zoathris's revenge completes, if not perhaps exactly as he'd have liked it...) it costs the PCs 20% of the take...

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In the small, dead end passage to the northeast of the excavation site lie the long-buried remains of seven dead pathfinders beneath a makeshift stone cairn.

Zoathris's gear (left behind after his immolation) includes silversheen leather armor, short swords (2), drow-crafted boots of elvenkind, and black smear (6 doses).

Miregold is brutally scarred and suffers major nerve damage that leaves him shaken and exhausted until he receives restorative treatment. he is eternally grateful and
allows them unfettered access to his lodge and his work — especially since they’ve already seen it. As his confidants and saviors, he requests that they do him a favor and deliver some reports to the Decemvirate for him, adding that he was supposed to deliver them months ago, but couldn’t find anyone reliable enough to perform the task. Of course, he’s lying, but the emergence of vengeful dark folk and his torture at Zoathrias’s hands have made him more open to working with the Decemvirate, and he’d like to get back into their good graces.

Despite Miregrold’s best efforts, the Decemvirate assumes possession of the Karcau Lodge and transfers him to a more remote lodge elsewhere on Golarion, where he is less of a liability to the organization.

The Society’s masked leaders turn control of the Karcau Lodge over to Basia Kalistoff, who makes good on her promise and rewards the PCs for their assistance.

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@Garinol - All good - didn't sound on target. Go forth and be not-dead :)

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"Remove curse for Vas" ?

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BTW, as annoying as the deeper darkness was, it's even worse - it was an 'at will'. It chewed up Zoathris's standard action, but he'd have just kept making more... :\

@VBH - looks like I'll be able to get Chronicle sheets out by Friday afternoon after all... thanks to a timely crit by your friendly neighborhood Paragon of Good and Justice.

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Oh drat.. GM not following Rhydderchs' update closely enough. I missed the critical and the critical damage - not so much with the need to drag this out farther.

As Zoathris lunges forward to attack Garinol (who was stealing the object of Zoathris's current plaything, Miregold), Rhydderch tracks the sound of his footfalls and the clash of metal, and swings on him with a great slice of godly smiting, and severs some critical bits of the villain. As Zoathris's bits settle to earth, they emit a fizz, then a spark, and explode into a conflagration of deadly flame, eclipsing even the inky blackness the dark stalker had called into being.

death throes (Ref DC11): 3d6 ⇒ (1, 2, 5) = 8

Reflex saves for half from everyone except Ka (who's just outside the blast radius). And that's Zoathris, cut down by a paladin's smite.

@Garinol - your sack will effectively shut down the deeper darkness.
Any further actions? looting bodies, sussing through caves around this main chamber, etc?

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@Tomnus - you have a track on the general location of Zoathris (see the map).
@zedril, @Garinol, @Ka - were you all going to act this round?
@Rhydderch - that's a solid hit. Nay sir, a substantial hit!
@VBH - not enough perception to locate with. You're going to be swinging in air this round, disoriented without Gerald's guidance. Direction: 1d8 ⇒ 7

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A safe and merry Christmas to all!

@VBH - We're very close here, but I don't anticipate we'll be through by Saturday. If you don't need the Chronicle for this by Saturday, please feel free to use VBH. I don't foresee any major conditions or death before we wrap.

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VBH dismounts, sending the wounded Gerald farther back. VBH strikes out, but the attacker has moved out of range of his attack. Zedril - newly healed and feeling the effects of poison abate - steps forward and bathes the area in fire. The bright elemental fire momentarily relieves the darkness - with little effect. Rhydderch, however, had been moving up to attack the opponent, and discerns a momentary silhouette - enough to fix on him and landing a solid blow, despite the returned darkness.

Garinol moves toward the door with Miregold, pausing to cast a spell and cast his gaze around the room. As Garinol retreats, everyone in the room hears a thin, high pitched voice wail, and screech in a harshly accented tongue, "તમે તેને ન કરી શકો છો! Miregold ખાણ છે! હું દ્રાક્ષ જેવા તેને દાબવું, અને ઇંચ દ્વારા તેમના જીવન બહાર બર્ન જાઉં છું! તેમને પાછા આપો!"

Dark Folk language:
"You can't have him! Miregold is mine! I'm going to wring him like a grape, and burn out his life by inches! Give him back!"

Rhydderch, Zedril, and VBH hear and sense a figure leaping past them towards the door.

Round 4
REF Zoath (DC15): 1d20 + 6 ⇒ (2) + 6 = 8
Zoathris damage: Zedril burning hands + Rhydderch attack: 3 + 14 = 17
standard action: attack Garinol short sword 1: 1d20 + 6 ⇒ (14) + 6 = 20, damage: 1d6 + 2d6 ⇒ (2) + (2, 5) = 9
Note: I carefully considered AoOs, however the darkness precludes them. Zoathris is effectively invisible, and you don't threaten a target you 'can't perceive'.
Note: Garinol - take 9 damage
Note: Zoathris hasn't been very stealthy this round. His psychosis has been tickled into life. Per checks will be much easier.

Party is up!

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Ah! many thanks das Sombras. I was seeing that bar as value (as in HSV), not as transparency (as in alpha..).

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@Rhydderch, @Garinol - both the detect evil and detect magic will immediately give a 'general direction' (30'/60' cones..), assuming they're not confounded with other sources.
@Garinol - FYI, the item with deeper darkness (a strong 3rd level spell) does not appear to be attached to the baddy - who has other magical sources associated with him.

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Gerald... on the map.

Gerald limps slowly off, sidling up next to Tomnus, making a small whining sound, and nuzzling his hand.

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@Garinol - yah, thanks. Those I got. But when I set the colors (fill & line) on the circle, they were entirely opaque. Somehow they got set to a level of transparency that was "just right". I was looking for how to set the transparency, and haven't been able to find it. <frowny>

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whoever made the darkness effect transparent - many thanks! how'd you do that? it's been making me crazy for a few days, and I just can't find it.

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VBH and Ka fire fiercely at the concealed attacker - Ka striking accurately at a point slightly behind the attacker, and VBH finding the target, but unable to connect for damage. Garinol removes Miregold from the machine - by braille. Miregold moans as he is moved, but the magical healing applied allows him to stagger, with Garinol's support, towards the door.

Zoathris takes a slice at Gerald ('Snuffly nasty mount!') and fades off into the darkness.

Round 3
Zoathris - standard attack on Gerald (flatfooted), move
short sword 1: 1d20 + 6 ⇒ (18) + 6 = 24, damage: 1d6 + 2d6 ⇒ (1) + (6, 6) = 13
stealth: 1d20 + 8 ⇒ (13) + 8 = 21
@VBH - ride check to negate?

Zedril - I need a round 2 action (after Rhydderch has healed you), and a fort (poison, DC15) check, or take STR damage: 1d2 ⇒ 2 (continuing effect, rd 2)


All players go! You can make a perception to determine Zoathris's general location.

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I'll roll d100, and if it's high, we're miss high. if it's low, we're miss low.
1d100 ⇒ 29
So... miss low.

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Fairly said - and no sooner done. I'll also add a 'ping' so everyone can track general direction.

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With a little bit of perspective... Zoathris (Gerald's bad-smell-man) was Miregold's business partner. They... fell out... Zoathris, backed up by his dark folks, tried to take over the manor, to take the secrets of the aureolyte mining and the big machine. Miregold stymied them by turning the prototype machine in his lab up to '11', effectively locking up the secrets Zoathris was looking for. Miregold - not so fortunate personally. Zoathris has been 'questioning' him for a good little while. But his.. indisposition... explains why he hasn't reported back to the Pathfinders for some little while.

Zoathris dispatched some of his folks to 'figure it out' and return with the notes and such. He's been amusing himself. Y'all showed up at the door, and didn't give the secret knock (no - really - specified in the module). So.. Zoathris hid himself away, poisoned up his weapons, identified the most vulnerable and highest threats. At just about that moment, the nasty paladin pointed out his hiding place. Show Time! Out go the lights, and time for Zoathris to fix up this latest little problem.

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@Ka - you could make the machine make BIG light, if you had the right rods to jam into it. Y'all know how to do that because you did a bunch of figuring out the little machine upstairs. Zoathris has been waiting for his minion to go fetch Miregold's notes and understand the prototype machine - which you've done (at least basics). The machine requires 6 sunrods inserted, and the machine not broken. There are other qualifications about order and such, but you learned those upstairs. There are also limiter collars (available here), but if you want BIG LIGHT, you don't need no limiters..

@Garinol - a move action to remove Miregold - you'd already taken out the tubes and IVs.

@Ka - yes, everyone can make a Per roll to attempt to assess the opponent's location. DC is foe's Stealth roll - for this round that's...
Zoathris stealth (and PER DC): 1d20 + 8 ⇒ (15) + 8 = 23
So your earlier 27 = 27 gives you his location (over by the door, near where Zedril was.. now where VBH/Gerald are).
If you perceive the location, you can attack, but the bad guy is 'concealed' with a 50% miss chance.

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Unfortunately, no sight even with darkvision, "This functions like darkness, but even creatures with darkvision cannot see within the spell's confines."
@Zedril - yes, I'm going to allow alchemists fire to interact with elemental ray in the same manner as Scorching Ray ("your GM may allow other interactions.." - so RAW extends the discretion). But see below, it may be a little while before that comes into play.

In the darkness, steel whistles, and a body drops to the ground.

Round 2
Zoathris - full round attack on Zedril (flatfooted), 5' step
short sword 1: 1d20 + 6 ⇒ (17) + 6 = 23, damage: 1d6 + 2d6 ⇒ (6) + (1, 6) = 13
short sword 2: 1d20 + 6 ⇒ (2) + 6 = 8, damage: 1d6 + 2d6 ⇒ (1) + (3, 3) = 7
I think that puts Zedril at -1. I need an immediate Fort(poison, DC15) check, or take STR damage: 1d2 ⇒ 1 (continuing effect, rd 1)

Gerald noses around a bit, moves 5', and indicates the direction of 'bad-guy-scent'. VBH intuitively feels his halfling luck stretching toward a breaking point.

All players go!

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@Garinol, Ka - yah, I looked at the light sources. This well and truly a devilishly crafted 'deeper darkness'. But then you anticipated this was the "level boss", right?

@VBH - "metal smell bad. Gerald not bump nose on big metal thing. bad smelly guy... 'that way'!" Gerald navigates the machinery and rubble on his way to the (moving) source of the bad-guy-scent. It's pretty open along a sensibly drawn path. Y'all were maneuvering for a charge, after all...

Waiting for... Zedril! who I inconsiderately left out of the initiative rolls. My bad. Just for that, you get a freeby Per check.
init Zedril: 1d20 + 2 ⇒ (7) + 2 = 9
Per Zedril (DC15): 1d20 + 1 ⇒ (11) + 1 = 12

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Gerald begins loping across the room - northward, towards the entrance.

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ALLCON -
plug and recruiting - I'm starting up some PFS-credit Skull and Shackles campaigns in the new year. These will be long (long) running campaigns. One is for PFS-legal characters. The other is for non-PFS characters, with PFS credit.

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Miregold is basically receiving a continuous drip feed (syringes/IV) of acid, along with whatever other concoctions his former 'business partner' think most amusing at the moment. stabilized is relative... Removing the syringes does appear to stem the galloping damage.
@Ka - you missed the per for the baddy by just a smidge..
@VBH - one of the tunnels appears to have sarcophagi/crypts
@Zedril - this is the big version of the LIGHTS! machine upstairs. It's currently very off, and unpopulated with sunrods/crystals, or their limiter collars. The machine is magic. There is other magic as well - maybe near the location Rhydderch pointed out as having evil.

Ka and Garinol work assidiously on Miregold, freeing him from the machinery without much further damage, and liberally applying magical healing that restore his vitality, if not sensibility.

...and... the lights go out. Very, very, very out. Those with darkvision are shocked and appalled to discover that they can not see in this deeper darkness.

Initiatives - Round 1
init Zoathrias: 1d20 + 4 ⇒ (20) + 4 = 24 {darkness, move}
init Garinol: 1d20 + 5 ⇒ (18) + 5 = 23
init Tomnus: 1d20 + 2 ⇒ (19) + 2 = 21
init VBH: 1d20 + 4 ⇒ (6) + 4 = 10
init Rhydderch: 1d20 + 2 ⇒ (8) + 2 = 10
init Ka: 1d20 + 3 ⇒ (5) + 3 = 8

Party - Go! (BTW, I'll be checking initiative order for interaction between actions (lights, movement, etc, etc.)

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Garinol successfully reaches Miregold, suspended atop his own fantastic construction, and infuses him with life to supplement the venture-captain's own waning light. Miregold is pierced in a dozen places, with caustic fluids being infused directly into his veins. Garinol doesn't have a solid handle on Miregold's situation, but it is clear to him that the Pathfinder will die in short moments without further intervention.

Although neither Rhydderch nor VBH can see any particular source, Rhydderch is sure that there is some source of evil among the machinery on the east wall. (see map)

GM Screen:

15

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Rhydderch Dawnbringer wrote:
"Venture-Captain...we have some paperwork for you but it appears as though you are in no condition to receive it." He turns to his companions and speaks in a lower voice. "I don't like our chances of getting him out of that contraption without causing further harm."

ROTFLMAO

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Though naturally formed, the walls and floors of this room are secured and reinforced with additional construction. It appears as though these newer structures were recently partially torn down. At the chamber’s heart lies a crude and massive machine-like device. It consists of a large stone and iron tank fitted on a crossbar to a disk plated with reflective metals.

Strings and cables, threaded through the device in intricate cat’s cradles, secure delicate and precisely oriented refractive devices.

The unfortunate venture-captain Skeldon Miregrold is lashed to the top of his own greatest invention, his body riddled with hundreds of sharp, crystal needle-width shunts all filled with acid. His moans reflect a nearly perfect despair.

GM Screen:
stealth: 1d20 + 8 ⇒ (18) + 8 = 26

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The party pulls the small boats across the black, still water. They land on the low bank of fine black sand. Facing the beach, double doors - stout wood bound in iron bands - stand closed and locked.

Now facing the door - anyone have thoughts on how to enter the doors?Lock picks? Hewing axes?

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The platform rests very near the center of the underground body of water, which extends out for between 250 and 300 feet in all directions. The lake is fed by a stream that enters beneath its surface on the northern edge and flows out from a similarly concealed tributary to the southwest. On the north, south, and west edges of the cavern, the water flows right up to the smooth, stone walls. On the eastern shore, a low bank filled with fine black sand leads to a narrow tunnel away from the lake. It is to this passage that the guide rope leads, 300 feet from end to end.

Each boat holds two Medium creatures and can be propelled with a 25-foot punting pole (found in the bow of each craft). The PCs may also pull the craft along the surface of the water using the guide rope.

(In anticipation of the question... the doors are locked)

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A makeshift platform stands between a series of limestone stalagmites protruding from a seemingly endless subterranean lake. Only a small pool of light illuminates the platform, falling from the hole in the cavern’s ceiling above and holding back the thick darkness stretching in all directions. Three ornate ivory gondolas float nearby, tethered to one of the planks forming the haphazard platform. A rope tied to the tallest stalagmite stretches taught into the darkness.

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That is an excellent and well-prepared response to an awkward situation. In this case, there is no time pressure, and all works as intended. You've even got a few moments to recover from your fatigue while others make their way down behind you.

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Zedril was obviously pepper-sprayed at the very beginning of this adventure, and has been unable to find his petard with both hands.
The dice gods are indeed unkind.

By torchlight, the darkness yields to show that the chain extends down 40 feet. It is afixed to a stalactite, which is one foundation for a small wooden pier. The pier is surrounded on all sides (as far as any light carries) by dark, still waters. There is a rope that extends northwest from the pier. Two small skiffs are moored to the pier.

The chain looks firmly anchored at both the top and bottom, presenting a straightforward climb down, for everyone except Gerald.

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A narrow passage leads south from this musty storeroom. Beyond, 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.

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@Ka - apologies, I repurposed the Osirian mission for Grand Lodge - so please see the hidden passages above.

Essentially one remaining door 'forward' - does anyone object if I hit the fast forward button a bit?

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As the party ransacks the room, a lovely song can be heard from the next room. Apparently the Diva has finished 'resting'.

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Most of the shelves contain collections of assorted books, scrolls, and Pathfinder Chronicles, arranged by date. In addition, the library possesses a small general reference section in the southeast corner. The inner doors on the west 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 rags where the dark creeper fell contain a masterwork dagger and three doses of "black smear" poison(a specialty of the dark folk).

Several magical scrolls are filed amid the library’s shelves. The shelves hold a scroll of comprehend languages and a scroll of darkvision.

cheliax:
PCs of the Cheliax faction should be interested in the relief carving located in the library closet.

Osirion:
Osirion faction PCs will want to obtain the scroll entitled “The Razing of the Temple of Apep by An-Hepsu V,” which is easily located by date or filing log.

In the laboratory, The desk contains Miregrold’s personal journals. One of them lies open, revealing his latest entry (see Handout A), a passage concerning his growing suspicions that his former associate, a dark stalker named Zoathrias, has returned to murder him and steal his aureolyte crystal. 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. A search uncovers a few dog-eared pages that concern dealings with dark folk (such as dark creepers and dark stalkersand includes notes about their weaknesses.

A search of the desk uncovers a collection of notes detailing the proper placement of banded sunrods to activate the lighting apparatus, and a larger version housed farther underground, in a large cavern.

Miregold's Journal (Handout A) wrote:

Perhaps I’m just paranoid, but I feel the need to recount several queer goings on that occurred over the last week.

On three separate occasions, when I returned to the excavation site, I discovered the sunrods in the device prematurely drained and the chamber bathed in thick, unnatural darkness. Initially, I’d thought there might be something wrong with the device, so I tried the same combinations upstairs on the prototype.

Nothing happened, at least nothing resembling what was going on downstairs.

Vitrios offered to stay onsite, to keep an eye on the device and see if he could track down the reason for its malfunctions. The next day, we found him unconscious, barely breathing—it seems he’d suffered some sort of vermin bite. My mistake to leave him down there alone.

I’m not sure it was accidental. I’m still waiting for the alchemist’s report, but the symptoms looked similar to the effects of Black Smear poison. Zoathrius used to use a device called a spider-biter when he‘d knock off guards. It was a quick, snapping spike-thing, which he’d coat with the same toxins he’d polish his blades with. Poxing dark folk. If I could gut ‘em all… I keep telling myself he’s never getting away from that aboleth I left him with, but if he did, I’d be the first person he’d come looking for. Me and the aureolyte. By now, he must know I gave him up for the crystal.

It has to be paranoia. There’s no way.

Still, it’ll give me an excuse to throw a killswitch on the prototype just to be sure. Instead of the glimmer, coruscation, fulgor, taper, effulgence pattern I’m using to get the daylight effect, I’m going to switch the taper and coruscation sunrods, which should overload it, creating some seriously intense blinding light, but not enough to cause an explosion. The same patterns should also work on the main device.

-Skeldon Miregold 4709

Miregrold keeps his most valuable possessions in this room for added security. An unlocked chest is stashed beneath Miregold’s workbench. It contains a masterwork light crossbow, five sapphires worth 40 gp each, 10 pp, and 50 gp.

There are several alchemical items on the desk which are clearly visible without searching. For Tier 1–2, there is a vial of alchemist’s fire, an acid flask, and two vials of antitoxin.

Osirian:
PCs of the Osirion faction will probably take interest in the mobile of the solar system. The opalescent sphere they seek represents the planet Eox. To replace the sphere with the decoy require a disable device check (DC20).

Qadira:
Qadira faction PCs will want to obtain the logs of Miregrold’s past dealings with dark folk.

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ahh.. everyone who fails their saving throw is blinded for a few moments. but it passes quickly. Sorry - that appears to be more of a combat effect, but not so much with the combat at the moment.

Having turned off the machine, slain the backstabbing dark creeper, what do our heroes get up to next? There's a library, a secret laboratory, a pile of dark creeper clothes, and doorways as yet unopened... ??

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The humanoid falls under a flurry of lance and claw. He was obviously not expecting resistance from that quarter, and distracted by Garinol's spell casting. As the creature expires, it goes up in a blaze of light, leaving behind only its clothing and effects.

Fort saves from everyone in the room, please.

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I've reset the map - I hope y'all are OK with where I've left you.

The odd humanoid has moved next to Zedril, and has a dagger raised, with a viscous black substance dripping from the blade. The sudden brightness of Rhydderch's daylight spell causes it to flinch briefly.

Initiatives Round 1
initiative Garinol: 1d20 + 5 ⇒ (19) + 5 = 24
initiative VBH: 1d20 + 4 ⇒ (12) + 4 = 16

initiative humanoid: 1d20 + 3 ⇒ (12) + 3 = 15

initiative Rhydderch: 1d20 + 2 ⇒ (12) + 2 = 14
initiative Ka: 1d20 + 3 ⇒ (6) + 3 = 9
initiative Tomnus: 1d20 + 2 ⇒ (4) + 2 = 6
initiative Zedril: 1d20 + 2 ⇒ (3) + 2 = 5

Garinol, VBH - you're up!

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With a sudden flash of inspiration and insight, Tomnus realizes the machine is about to wind itself into an inglorious and unspectactular failure. The dysfuction runs through sunrod 27, a half turn clockwise will release it, and it can be extracted to shut the machine down gracefully, rather than turning into a nasty mess on the floor.

As Garinol follows Tomnus's suddenly cogent explanation, the machine ceases its thrumming, and its painfully bright light levels cut out quite suddenly. The chambers are otherwise dark, except for the party's light sources. All of which suddenly also cease to operate.

It is suddenly dark. very dark. Those with darkvision find themselves unaccustomedly unable to see. I mean - bottom-of-a-coal-mine dark. Almost (well, actually) magical...

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The notes give you the schematic, and the tab A/slot B directions. The actual sunrods themselves are interchangeable. The slots in the machine are also labeled - but right now Garinol is just extracting them as quickly as he can.
A knowledge(arcana) from y'all, or a solid disable device from Garinol could help him with the 'turn it off' process.

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Garinol begins removing sunrods, while Rhydderch tries to convey a sense of how everything is supposed to go together, based on the available notes. Tomnus contributes to the decision making. VBH backs off, having apparently set off a chain of actions he doesn't fully fathom. Ka and Zedril exchange tactical considerations for later confrontations.

GM Screen:
1d10 + 1d4 ⇒ (6) + (3) = 9

Tomnus and Rhydderch reach the conclusion that the device should have limiter rings associated with the sunrods as they are placed in the machine - and that the current configuration of the machine does not include the limiter rings, which are on the table. The notes also identify a store of sunrods near the bottom of the stairs (one of the three doors y'all skipped back there). Garinol confirms that there are no limiter rings, and that he's extracting sunrods as quickly as he can. But the machine continues to thrum and pulse.

Next update no later than noon tomorrow
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I bow to the dice gods of perception...

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.

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 sunrods currently inserted in the machine have no limiter rings on them - the limiter rings are ordered neatly on the workbench. The current operation of the machine is... not according to design.

Next actions!

2

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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.

The work desk is covered with a mixture of metal bits, crystals, and handwritten notes.

GM Screen:
1d10 ⇒ 3

Attempting to disable the device feels right, but the complex arrangement of prisms, mirrors, and sunrods is very baffling. Your initial attempts don't produce a noticable difference - the device continues to pulse and thrum.

Shadow Lodge

Current Map

ALLCON - apologies for the lag for a few days. Back up to full posting rate again!

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