MiniQuest: Episode 2: The Golden Golem (EL5) [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

11-03-05, 10:15 AM
This is a miniquest for Saffron Brass (ECL7). If you are not myself of Vathelokai - please do not post here until the miniquest is finished.

Questlog: Saffron retrieves the Golden Golem and narrowly avoids some traps (and resets them for the next people :))

Items Used: Wand of Invisibility (1 charge)

Rewards: 1500xp/1600gp
TelinArtho

11-03-05, 10:16 AM
Saffron Brass
Female Brass Dragon Wyrmling Age 5
Chaotic Good
ECL 7 [4HD +2LA +1Rogue]
XP 24,200
Next lv.: 28,000

Stats
STR...10 [+0]...(2 pts)
DEX...10 [+0]...(2 pts)
CON...18 [+4]...(10 pts)[+2 race]
INT....17 [+3]...(10 pts)[+1 4th HD]
WIS...10 [+0]...(2 pts)
CHA...16 [+3]...(10 pts)

Combat Stats
Hit Points: 55 [5 HD]12 +(6.5 x3) +3.3 +(4con x HD)
AC 15 Touch 12, Flat 15 +2size, +3 natural armor
Initiative: +0 [+0 dex]
BAB/Grap: +4/-4 [+4bab, +0str, -8size]
Speed 60 ft., burrow 30 ft., fly 150 ft. (average)

Saves:
Fort +8 [+4race +4 con]
Refl +6 [+4race +2rogue +0 dex]
Will +4 [+4race +0 wis]
Immune to sleep, paralysis, fire
Vulnerable to cold

Attacks:
Bite +6 melee, 1d4(+str mod)[20/x2][+4 BAB, +2 size, +0 str]
2 Claws +6 melee, 1d3(+1/2str mod)[20/x2][+4 BAB, +2 size, +0 str]
BW: Line of fire 1d6 [30x5x5 ft.][DC16 reflex for 1/2 dmg.][1d4 rnd. recharge]
BW: Cone of sleep [15 ft. length and diamater] [DC16 will negates][1d4 rnd. recharge]
Full attack: bite +6, claw +1, claw +1 Bite threatens 5 ft., Claws do not threaten
Sneak Attack +1d6


Feats:
Hover (Monster) (http://www.systemreferencedocuments.org/35/sovelior_sage/monsterFeats.html) [1st race]:Start hover is a move action. Once started it is a free action. A hovering creature can change direction regardless of manuverability.

Track (http://www.systemreferencedocuments.org/35/sovelior_sage/featsAll.html#track) [3rd race]: Use the survival skill to track in any terrain.

Special Abilities:
Eat anything
Tire at 1/2 speed during overland travel
Breath Weapon (fire, sleep)
Speak w/ animals (at will)
Immunities (sleep, paralysis, fire)
Vulnerability (cold)
Blindsense 60 ft.
Darkvision 120 ft.
Low-light vision (quadruple human range)
Keen senses (double human range)
Trapfinding
Sneak attack +1d6

Size Modifiers:Tiny
+2 Att
+2 AC
+8 Hide checks
-8 Grapple checks
Uses smaller equipment
Carries 1/2 the weight of medium creatures

Class Skills (63 Racial Pts., 11 Rogue):
+14 diplomacy 6 rnks, +1 rogue rnks., +3 chr, +2 syn(bluff), +2 syn(sense motive)
+12 spot 6 rnks, +1 rogue rnks., +0 wis, +5(eyes of eagle)
+11 gather information 5 rnks, +1 rogue rnks., +3 chr, +2 syn(know:local)
+10 knowledge: nature 5 rnks, +3 int, +2 syn(survival)
+10 search 6 rnks, +1 rogue rnks., +3 int
+9 concentration 5 rnks, +4 con
+9 knowledge: geography 5 rnks, +12-cc rnks., +3 int
+8 bluff 5 rnks, +3 chr
+8 knowledge: local 5 rnks, +3 int
+8 hide +0 dex, +8 size
+5 sense motive 5 rnks, +0 wis
+5/7/9 survival 5 rnks, +0 wis +2 syn(search), +2 syn(know: geog), +2 syn(know: nature)
+5 intimidate +3 chr, +2 syn(bluff)
+5 listen 5 rnks, +0 wis
+5 disguise +3 chr +2 syn(bluff)
+4/6 disable device +1 rogue rnks., +3 int+2 tool
+3/5/7 appraise +3 int+2/4 tools
+3 craft +3 int
+3 forgery +3 int
+3 perform +3 chr
+3 sleight of hand +1 rogue rnks., +0 dex +2 syn(bluff)
+1 move silent +1 rogue rnks., +0 dex
+1 tumble +1 rogue rnks., +0 dex
+1/3 open lock +1 rogue rnks., +0 dex+2 tool
+0 escape artist +0 dex
+0/2 use rope +0 dex+2 tool
+0 balance +0 dex]
+0 climb +0 str
+0 jump +0 str
[s]+3 knowledge(any)[trained only] +3 int
+3 use magic device [trained only] +3 chr
+3 use psionic device [trained only] +3 chr
+3 decipher script [trained only] +3 int
+0 profession [trained only]+0 wis

CrossClass Skills
+3 handle animal [trained only - can push, but not train] +3 chr
+0 heal +0 wis
+0 ride +0 dex
+0 swim +0 str
+3 spellcraft [trained only] +3int
+3 psicraft [trained only] +3 int
+2 autohypnosis [trained only] +0 wis +2 syn(concentration)

Speaks Draconic, Common, Sylvan, Ignan

Monsters as Player Races (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAsRaces.html)
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.
Features:
12-sided Hit Dice.
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude, Reflex, and Will saves.
Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
Darkvision out to 60 feet and low-light vision.
Immunity to magic sleep effects and paralysis effects.
Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case it is proficient with all simple weapons and any weapons mentioned in its entry.

Proficient with no armor.

Dragons eat, sleep, and breathe.

A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on concentration checks.

Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.

A dragon’s metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.
Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds.

A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.

A tiny brass dragon has two types of breath weapon, a line of fire (30 ft) and a cone of sleep (15 ft). Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.

The fire damage for the brass dragon's breath weapon is 1d6 x the age catagory of the dragon.
A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.

Speak with Animals:
Divination CL 1
Components: V, S
Casting Time: 1 standard action
Duration: at will
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description. Brass dragons are immune to fire and vulerablility to cold(+50% dmg).

Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: (2/rnd) Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).
Wing: (medium size)(2/rnd) The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down) and are treated as secondary attacks.
Tail Slap: (large size) The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.
Crush (Ex): (huge size) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack.

Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).

Tail Sweep (Ex): (gargantuan size) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.

Brass dragons cast all cleric spells and those from the Chaos and Knowledge domains as arcane spells
Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)

Bluff, Gather Information, and Survival are considered class skills for brass dragons.
All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.

Lv. adjust and stat. modifiers are cumulative.
All other are total ammounts.

Age Size HitDice LvAdj Str Dex Con Int Wis Cha BAB Saves Fright FlySpeed CL SR SpecialAbilities
Wyrmling T 4 +2 - - +2 - - - +4 +4 - 150avg - - Fire type, speak w/ animals at will
Very young S 7 +1 +2 - - - - - +7 +5 - 150avg - - -
Young M 10 +1 +2 - +2 +2 +2 +2 +10 +7 - 200poor 1 - -
Juvenile M 13 +2 - - - - - +13 +8 - 200poor 3 - Endure elem. 3/day
Young adult L 16 +2 - +2 +2 +2 +2 +16 +10 20 200poor 5 18 DR 5/magic
Adult L 19 +4 - +2 - - - +19 +11 21 200poor 7 20 Suggestion 1/day
Mature adult H 22 +4 - +2 +2 +2 +2 +22 +13 24 200poor 9 22 DR 10/magic
Old H 25 +2 - - - - - +25 +14 25 200poor 11 24 Control winds 1/day
Very old H 28 +2 - +2 +2 +2 +2 +28 +16 28 200poor 13 25 DR 15/magic
Ancient H 31 +2 - - - - - +31 +17 29 200poor 15 27 Control weather 1/day
Wyrm G 34 +2 - +2 +2 +2 +2 +34 +19 32 250clum 17 28 DR 20/magic
Great wyrm G 37 +2 - +2 - - - +37 +20 33 250clum 19 30 Summon Djinni



Buffs and Prefight actions:
None at present

Equipment Worn:
Broach of Shielding [1500gp] [absorbs 101/101 magic missile damage]
Goggles Eyes of the Eagle (http://boards1.wizards.com/showpost.php?p=7146656&postcount=95) [2500gp] [+5 comptence, spot]
Handy Haversack [2000gp] [holds 120 lbs., 10 cu. ft.] [filled with 118lbs, 9.9(?) cu. ft.]
Gloves of Object Reading [3000gp] [as the psi-power object reading with 60 minute durration. Learn race, gender, age, alignment, and loss/aqusition of an item for up to 12 previous owners]
Object Reading
Clairsentience
Level: Seer 2
Display: Auditory and material
Manifesting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.

1st Minute: Last owner’s race.
2nd Minute: Last owner’s gender.
3rd Minute: Last owner’s age.
4th Minute: Last owner’s alignment.
5th Minute: How last owner gained and lost the object.
6th+ Minute: Next-to-last owner’s race, and so on.

The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

Augment: For every additional power point you spend, this power’s maximum duration increases by 10 minutes.


block and tackle 5 (5lbs)
crowbar (+2 circumstance to str) [2gp] [5lbs]
100 chalk [1gp]
fishing net [4gp] [5lbs]
black ink [8gp]
3 colored ink (red, yellow, blue) [48gp]
10 empty vials (5 stained with mixed colored ink)[1gp] [1lbs]
5 ink pen [.5gp]
mirror [10gp] [.5lbs]
10ft. pole [.2gp] [8lbs]
hammer [.5gp] [2lbs]
grappling hook [1gp] [4lbs]
50 silk rope (+2 use rope checks) [10gp] [5lbs]
whistle [.8gp]
wax [1gp] [1lbs]
sewing needle [.5gp]
sledge [1gp] [10lbs]
shovel [2gp] [8lbs]
tent [10gp] [20lbs]
blank spell book (diary/notebook) [15gp] [3lbs]
spell component pouch [5gp] [2lbs]
scale [2gp] [1lbs]
20 wooden holy symbols (20 different dieties) [20gp]
hourglass [25gp] [1lbs]
magnify glass [100gp]
Ma Manacles [50 gp][2 lbs.]
Lock, amazing [150 gp][1 lb.]
Thieves tools, masterwork [100 gp][2 lbs.]

3650 gp in gems
76 gp (50 coins=1lb)
5 silver


Expendable Items:
Items on this list are in Haversack
5 acid [50gp] [5lbs]
2 antitoxin [100gp]
5 smokestick [100gp] [2.5lbs]
2 thunderstone [60gp] [2lbs]
10 tindertwig [10gp]

5 full waterskins [5gp] [20lbs]

wand det.magic [375gp] [50/50 charges]
wand CLW [750gp] [45/50 charges]
wand magic.miss [750gp] [44/50 charges]
wand det. secret doors [750gp] [49/50 charges]
wand invisibility [4500gp] [50/50 charges]

feathertoken anchor [50gp]
universal solvent 50
Incense of obsession (w/ casting spells) 200

potion resist elements: cold (10) [300gp]
potion prot. good [50gp]
potion prot. evil [50gp]
2 potions mage armor [50gp each]
potion hide (animals) [50gp]
potion hide (undead) [50gp]
potion magic fang [50gp]
potion pass w/o trace [50gp]
potion remove fear [50gp]
elixer of love [150gp]

tatoo synesthete [100gp]
tatoo clairvoyant sense [300gp each]

Equipment at home:
None

Load:Total Carried: 5 lbs.
Light 0-16.5
Medium 16.6-33
Heavy 34-50

Default Tactics
Talk them to death


Quest to reach Gladius [Tellish of Ket] Win! (http://boards1.wizards.com/showthread.php?t=501551) [+7200 xp] [+8000 gp]

Mini-Quest: Episode 1 - The silver soldier [TelinArtho] Win! (http://boards1.wizards.com/showthread.php?t=521601&page=1&pp=30) [+1500 xp] [+1600 gp]



2 potions mage armor [50gp each] [100gp]
potion invisibility [300gp]
5 acids [10gp each] [50gp]
tatoo clairvoyant sense [300gp]

Nothing sold [0 gp]
TelinArtho

11-03-05, 10:19 AM
Episode 2: The Golden Golem

Upon her return to Gladius, Saffron immediately brought the Silver Soldier to Anthon. He was exceptionally pleased. Then she told him a little history about the object - since she felt the need to tell SOMEONE...

The silver soldier was a collector's item even in its time - hence the reason it was so well guarded. It bestowed no magical powers, but was looked upon as an icon within a civilization now forgotten to the modern world. Saffron had never heard of the Merites - though Anthon perked up at their mention with regard to his found artifact.

The Merites? How interesting... While Saffron continues telling the story of the Silver Soldier, Anthon starts searching about his home for something - moving to all corners. Always eager to finish her story, Saffron merely hovers over his shoulder - an endless stream of words keeping her afloat. Anthon listened as intently as he could, but frankly, he was distracted.

Just as Saffron lost her cool and was just about to slap him with a claw for ignoring her, Anthon turns about, a book brandished between them to catch the claw.

Here it is. I knew I had heard of the Merites. An ancient civilization... hey what did you do that for? Anthon was a little upset about Saffron tearing a section of the page with her claw. She apologized and bit her tongue from continuing with her own story which he so rudely interrupted.

Anyway - the Merites were known for their great craftsmanship - I just didn't know they had crafted the Silver Soldier. The only object of theirs that I've heard of is the Golden Golem - something which hasn't been seen or heard of in, oh I don't know, maybe 300 years.

This is all very interesting. I wonder if the Golden Golem is somewhere in the area of San Alto then - locked away in another vault perhaps - or even within one of their burial chambers.

He looks about his home, frustrated at not finding what he is now looking for. All of a sudden, he has an epiphany and runs to the back of his home, throws aside a couple of wooden boxes, and pulls an object out.

You know - perhaps it would be better for you to come back in an hour or so - this might take a little time...

Anthon ushers Saffron out the door, even though her curious eyes want to know what the object is - though since it is wrapped in a cloth - she cannot tell. Looking in from the window, she sees him unwrap a Crystal Ball! He sees her through the window though, and despite everything she tries, after he has closed all the shades - she simply can't see within...

[You have about an hour to kill if you want to do anything in particular in Gladius (pick up equipment or otherwise). If you don't post anything in the next few hours I'll just continue on though]
TelinArtho

11-03-05, 06:16 PM
[Some time passes]

Returning to Anthon, Saffron finds him beaming with excitement.

Come quick - we must act as fast as we can - as I see there are other individuals who have found out as I have where the Golden Golem is! Come inside and close the door behind you.

Rushing inside, Anthon brings Saffron over to his crystal ball - and in it - she can see the pristine beauty of the golden golem - a figurine that doesn't appear to be too big - but nonetheless impressive in its stature. The figure it portrays is that of a hero, most likely, and he holds in his left hand a merchant's scale and in his right hand a sword - traditional symbols of justice.

Its there - just underneath the ground. With your abilities - I'm sure you'd be able to unearth it quickly and efficiently. Especially since we're on a time table here - there are others who have found its location - or are at least nearby. See! The image on the crystal ball switches to another scene with 4 men digging away at an area of ground in San Alto - not too far away from the fountain at the center of the ruined town.

Anthon offers some fine meat he cooked to Saffron for a meal, Here's what I need - I need you to get in and grab that thing before they are able to get it. Luckily, they aren't digging in exactly the right spot - so it will probably take them a few days to get to the right area. Unfortunately, if they unearth one of the rooms below the surface, they may happen upon it sooner than I expect.

Grab it as quickly as possible and leave this... he hands her a replica of the golem figurine hopefully, this will confuse them long enough to sever any connection it will have with me, and then I can continue on without too many worries.

Just one more thing. It looks like it is in another storage area - so don't be caught off-guard if there are any traps. In fact, if you do find them - make sure they'll still go off for our friends too... heh heh.

Any questions?
Vathelokai

11-04-05, 04:46 AM
Safron dosn't bother to collect the pile of stuff she left at Anthon's house last week. She giggles with glee at the prank she is about to pull on these hapless treasure hunters.

She spends as much time as Anthon will give her examining the crystal ball, making sure that she knows the location. Then she bids Anthon farwell, and heads to the lower merxs. She finds the psion who sold her psionic tatoos, and haggles for a psionic shard +6 (disable device) 360 gp. Then she makes quite a spectacle of herself, flying full speed through the city and over the wall, breathing fire every now and then just to show off.

She flies for two days to San Alto, and stops a few miles from the site. She checks the weather, searches around for tracks, and does some very cautious scouting to see the current status of the treasure hunters.


Stuff sitting in the corner at Anthon's
4 waterskins [16 lbs]
fishing net [5 lbs]
grappling hook [4 lbs]
hammer [2 lbs]
manacles [2 lbs]
TelinArtho

11-04-05, 09:03 AM
Saffron makes a big fuss about leaving the city - but is soon well out of sight of Gladius.

As she approaches San Alto - she sees a few streams of smoke from fires near the center of town. Carefully investigating, she is able to find 3 distinct digging groups about 500ft from the fountain (landmark that I'll be using - so keep it in mind). Each group is composed of ten people - and then there is a supervisor (clearly so because he's not doing any work) with each group. Lastly, a tent set up out of listening distance to the diggers - appears to hold a variety of artifacts that they've already found. It is well guarded as well.

The diggers seem (to Saffron at least) to be digging near the right location - but definitely not At the correct location.

It is late afternoon by the time Saffron has finished her investigation. [Obviously - if you have any more specific questions - I can answer them]
Vathelokai

11-04-05, 09:50 AM
What did I learn from the crystal ball? Is the golem in a room; is it just burried; is the golem's chamber connected to any halls; if it's in a vault complex like the last treasure, is there an opening I could burrow into; is there a small tent city set up for the 30+ workers; how well gurarded is the tent that has the unearthed artifacts?

Saffron will tap herself with her wand of invisibility and fly around the site at an elevation of 100 feet. If she has time before the spell wears off, she will check out the tent of unearthed goodies a little closer.
TelinArtho

11-04-05, 10:05 AM
Sorry - missed that part about the crystal ball

The Golden Golem seems to be set in an alcove behind a set of bars - perhaps a portcullis. The rest of the room is fuzzy to the ball - but from what Anthon was able to glean - it seems to be a 3-room structure that is located near the fountain.

From what you can tell - the floor of the room where the golden golem is seems to be mostly sand - but the ceiling and walls appear to be fully stone or harder (some metal).

Yes - there is a small tent city located outside of San Alto, and this is where all of the diggers' belongings are. The tent of unearthed goods seems to be well guarded by two well-armored and armed guards. Inside, two men are brushing off dust and cleaning items. Some of their tools indicate that they are probably using magic to help them.
Vathelokai

11-04-05, 10:28 AM
Quickly, while she is still invisible, saffron flies over near the fountain, hoping that all the work masks her noise. She tries to find some place out of sight (maybe getting full cover from the fountain) and burrows under the ground.

If that would be impossible, she will get to the closest spot where there is full cover, burrow down 20 feet, then head directly at the fountain until she thinks she is under it. She can use her blindsense to 'see' when she is under the workers, which might give her some point of reference.
TelinArtho

11-04-05, 11:20 AM
As I stated, they are several hundred feet from the fountain - so once you are underground, you can't detect them. Finding a suitable spot the dig though - is no problem.

Saffron digs close to the fountain and finds that it houses an intricate well that, to start with is shielded by stones. As she moves further down, she finds a dirt portion which allows her to poke her head into the well itself. Thankfully at this depth, there's no water, though if she had poked out another 10ft deeper, she would've been covered with water.

Her keen sight in the darkness of the well allows her to see that the well's bottom is another 20ft below the surface of the water. To her surprise - she finds she can see a door immersed on the far side of the well.

For reference the door is on the north side of the well and is facing the direction of the diggers. She estimates she's about 50-60ft down already. The diggers are only about 20ft into the ground or so.

The door appears to be well fashioned and fits into the well wall nicely and is made of metal that appears to not have rusted over countless years. The well itself is circular and about 10ft in diameter. The door is probably made for a human-sized subject.
Vathelokai

11-05-05, 03:52 PM
Saffron cautiously climbs out into the well and begins hovering. She stays alert, and prepares to climb back through the hole if she senses anyone comming to get water. She hovers down to the surface of the water and dips her tail in to see if it's safe. If it is she flies back up to the hole, and inside she pulls her tent and rope out of the pack. Saffron ties one end of the rope to the rolled up tent, the other to her hind ankle. Then she partially burries the tent and hovers back down into the water. Holding her breath, she searches the door, then tries to pick the lock. If it's trapped, she will go up for air then go back down and search again to try to learn about the trap then tries to disable it (without using the stone).

The rope is a saftey measure, incase she cannot swim back up because of bad rolling (no skill ranks). The tent is 20 lbs, so it should provide adaquate support. Too bad I left the grappling hook at home. That's what I bought it for :rolleyes:.
TelinArtho

11-05-05, 08:06 PM
Touching the water, Saffron finds it cool, but fairly stagnant - as it appears the well isn't well-maintained. It is still fine to swim through however, she just doesn't think she'll be drinking any of it.

Saffron spends a moment underwater contemplating (http://invisiblecastle.com/find.py?id=181069) the door and whether it has any traps. She finds that it is unlocked and opens into the area beyond. Most importantly - she does not find any hint of a trap on the door itself - though the lighting of the well might be playing tricks with her on that part...

Fighting the urge to just open the door immediately, she returns to the surface of the water, lets out a small gout of flame (because she can...) and considers if there was something she missed.
Vathelokai

11-05-05, 09:28 PM
Saffron repacks her stuff and begins burrowing around the fountain to where the door would lead to. She searches all over the bottom and walls of what she hopes is a hallway or catacomb.
TelinArtho

11-05-05, 10:35 PM
Saffron spends another minute or two digging her way around the well - doing her best to keep away from overly saturated areas - so that she wouldn't drown while burrowing.

After a little while, she pops her head up through the dense sand on the other side of the door and finds herself in a sizeable room.


wDwwww
ws...w
w....w
w....w
w....D
w....w
wwwwww


The floor is completely sand except by the other door - where it is hard stone. There is a faint acrid odor coming from the other door.
Vathelokai

11-05-05, 11:11 PM
Saffron begins hovering and flies over to the door that dosn't have a wall of water behind it (she hopes). She searches the door for the usual things, then for unusual things, then impossible things.

*edit*Is the area under the sand solid all over? There is a solid area under the door, but Saffron would check to make sure it is not just the doorframe, and that she could not just go around it.
TelinArtho

11-06-05, 10:31 PM
Upon inspecting the area near the solid area by the other door, Saffron is pleased that sand seems to be present for some distance underneath. However, it does not give her access into the area beyond that she can tell and is very peculiar because the area underneath is framed by other stone areas to prevent movement.

the area underneath is essentially a 10ft wide expanse that descends at least as much - though without actually going further, you won't be able to tell just how far. Let me know if you want to continue underground or not.


Under the first room and beyond
wwwwww
w....w
w....w
w....wwwwwwwwwww
w...s..........w
w..............w
wwwwwwwwwwwww..w

(this shows further than you currently know - but I figured it would help you progress).
Vathelokai

11-08-05, 07:37 AM
Saffron cautiously proceeds underground, searching the floors of the rooms for holes. If she finds an enterence, she will search a bit further before going back to enter.
TelinArtho

11-08-05, 11:36 AM
The underground portion:

wwwwww
wuuuuw
wuuuuw
wuuuuwwwwwwwwwww
wuuus..........w
wuuuu..........w
wwwwwwwwwwwww..w
w..w
w..w
w..w
w..w
w..w
w..w
w..w
wuuw
wuuw
wwww

u indicates an area where Saffron was able to poke her head out of the sand.
TelinArtho

11-08-05, 01:36 PM
The 2nd room

wwwwwwwwwwwwwDwwwwwwwwwww
w...........dd..........w
w...........dd..........w
w.............wwwwww....w
w.............wwwwww....w
w....wwwwww...wwwwww....w
w....wwwwww...ww..ww....w
w....wwwwww.............w
w....wwwwww.............w
w....ww..ww.............w
w.......................w
w.......................w
w.......................w
wwwwwwwwwwwwwwwwwwwwwwwww

D is still a door, while d indicates the area where Saffron is able to poke her head through the sand.

Saffron examines the room around her and sees that, while the floor is covered with sand, it is merely a thin layer. Throughout the room the sand appears to be shifted from movements within the room - though at this time, she does not see any creature.

The two huge obstacles of the room are floor to ceiling columns that have been crafted of obsidian and bronze. They depict scenes of worship of some long-forgotten god.

If you wish to leave the "safety" of the sand, let me know and I'll finish describing the room. Anyway - let me know what you'd like to do.
Vathelokai

11-09-05, 04:22 AM
Saffron climbs out of the sand and hovers up to the ceiling. She stays close to the ceiling and follows the wall around the room counter-clockwise until she is opposite from the door. She keeps a close eye out for anything unusual on the walls, and trip wires near the floors. She consideres that there may be something like a preasure plate under the sand, and decides to hover the entire time, just in case there are.
TelinArtho

11-09-05, 09:51 AM
Gotta love the paranoia... everything is out to get you - even the sand...

Moving around the room, Saffron is pleased to see that on the far side of each column is a small alcove. Each one bears a golden golem of exquisite craftsmanship, though one of the two is behind thick copper bars. The alcove is only 4ft square and the bars are only a few inches apart.

The rest of the room is pretty much sparse and although Saffron continues to see some sort of tracks in the sand, the creature that made them doesn't appear to be present at this time.

wwwwwwwwwwwwwDwwwwwwwwwww
w...........dd..........w
w...........dd..........w
w.............wwwwww....w
w.............wwwwww....w
w....wwwwww...wwwwww....w
w....wwwwww...wwBBww....w
w....wwwwww.............w
w....wwwwww.............w
w....wwAAww.............w
w.......................w
w.......................w
w.......................w
wwwwwwwwwwwwwwwwwwwwwwwww

A is the golden golem behind the bars - B is the one that is not behind bars.
Vathelokai

11-09-05, 04:35 PM
Use the track skill to find out anything about enterence/exit for the 'creature'.
Then float over to A, and search for traps.
TelinArtho

11-09-05, 05:00 PM
Track and Search (http://invisiblecastle.com/find.py?id=184747)

The tracks appear to start and end at the area from which Saffron emerged and never do they appear to have traveled near the door (other than in passing). The tracks themselves are claw-like, but they are not like any sort of claw she recognizes from nature.

She then spends some time examining the bars of the alcove. As she noticed before, the bars are copper, and when up close, they seem to be vibrating ever-so-slightly. She even hears (http://invisiblecastle.com/find.py?id=184752) a slight humming when she is very close to them. She does not however, find any sort of trigger to a trap or something which would remove the bars - though it would seem that they would be moveable into the column (by pushing them up into the holes there).
Vathelokai

11-10-05, 03:00 PM
Saffron pulls out her magnifying glass and appraises both of the statues, trying to figure out which one is the real one.

Then she burrows back out through the hole and tries looking in the room on the other side of the door, in case there is a switch. She will make a quick search to see if there is a hidden switch.
TelinArtho

11-10-05, 03:10 PM
Saffron is able to quickly determine that the one behind the bars is much more authentic than the other as the other is merely a gold-covered stone statue and is only meant to confuse others. (appraise auto-succeeds).

Just to be clear - you wanted to go back to room 1 and see what is on the other side of the door right?
Vathelokai

11-10-05, 03:28 PM
Sorry, got confused. Thought there was a third room somewhere.

Saffron checks around the false statue to see if there are holes for bars in it's alcove. Then she will check the back of the pillars to see if there is a key hole or something hidden over there.

Hmmm....Not so sure about this one. Seems the door and the bars have electrical traps... I might need a hint. Can someone use disable device if they cannot find a trigger mechanism? Maybe use some wooden items to try to lift the bars?
TelinArtho

11-10-05, 03:41 PM
According to Anthon - there is a third room. You have 2 doors that you have not opened, and then the underground area that allows access to the two rooms you've been to - but that's all you know.

Also, just so I know - are you touching anything around the false statue - or are you just looking at this point?

Saffron does not see any holes for the bars like the other alcove has - which confuses her somewhat. Why would they protect the real one, but not protect the fake one in order to confuse would-be thieves? How curious...
Vathelokai

11-11-05, 05:28 AM
Not touching anything yet, just gathering information before I start touching things.

Saffron finally decides that she needs to find out what is in the third room. She searches the door in this room for traps, then burrows back to room number one and searches it for traps. She will try to disarm/pick the lock on which ever looks easiest.
TelinArtho

11-11-05, 08:27 AM
Saffron examines the door in the larger room and finds no signs of traps (I'm assuming you are taking 20 on this search). The door also appears to have no locking mechnism.

Returning to the first door, she is surprised to find it unlocked as well, and with no sign of traps that she can see.
Vathelokai

11-11-05, 12:34 PM
Then cautiously through the door from room #1.
TelinArtho

11-11-05, 12:44 PM
The door opens easily and quietly into the area beyond. Before having a chance to look - a pungeant smell wafts over Saffron. She shakes it off without negative effect, but is a little shocked at the sight beyond.

She looks at a narrow corridor, about 5ft wide and 10ft high. The floor, walls and ceiling all seem to be coated in an acid-like substance - and it appears to have pooled at the bottom of the corridor in a puddle an inch or two deep. From the looks of things, it would eat through most materials very quickly - though the stone of the walls appears to be an exception.

About 40-50ft down the corridor she sees that there is a small island and that the corridor there branches to the right (which would seem to head towards the second room). The corridor does extend a little further and she is able to see a third door directly ahead a total of around 80ft away.

wwDwwwww
w......w
w......w
w......wwwwwwwwwwwwwwww
w......D........o.....D
w......wwwwwwwww.wwwwww
w......w w.w
wwwwwwww w.w
w.w
w.w
wwwwwwwwwwwwwDwwwwwwwwwww
w.......................w
w.......................w
w.............wwwwww....w
w.............wwwwww....w
w....wwwwww...wwwwww....w
w....wwwwww...ww..ww....w
w....wwwwww.............w
w....wwwwww.............w
w....ww..ww.............w
w.......................w
w.......................w
w.......................w
wwwwwwwwwwwwwwwwwwwwwwwww
Vathelokai

11-11-05, 08:01 PM
Hover on over to the new door and check it out.
TelinArtho

11-11-05, 11:54 PM
Saffron proceeds down the hallway, but before she gets too far she catches a glimpse of something moving above her. With lightning (http://invisiblecastle.com/find.py?id=186514)-quick reflexes, she dodges to the side and sees a net come down.

She takes a moment to breathe calmness on herself.

You are 20ft from the door and 15ft from the island. If you want to continue further - just let me know.
Vathelokai

11-13-05, 03:48 AM
Perturbed, Saffron takes a closer look around the hall for more traps and slowly moves toward the door.

Search every five feet. Then search the door and pick the lock.
TelinArtho

11-13-05, 02:14 PM
Saffron spends some time crossing the corridor before making the midway point. She searches (http://invisiblecastle.com/find.py?id=187224) for anything else that might befall her.

At the island, she finds that it is actually a pressure plate. Hovering near it, she's not sure what it would do, since all of its mechanism is beneath the pooled acid - she elects to avoid it for now - despite her curiosity.

At the intersection she can see down the side corridor and finds that it leads to another door - likely the one to get into the room with the Golden Golems. Since she's already been there, she continues on searching (http://invisiblecastle.com/find.py?id=187226) for any more traps that might cause her trouble. Not finding any - she looks intently at the door, again taking note of anything that might be a trap (http://invisiblecastle.com/find.py?id=187228). However, she finds no trap here either and it appears to be unlocked.
Vathelokai

11-13-05, 02:22 PM
Cautiously into the room then.
TelinArtho

11-14-05, 10:16 AM
Inside the room, Saffron finds a simple lever that is set into the ground. Nothing else adorns the room and no information reveals the purpose of the lever.

The lever itself is about 1 foot long and constructed of wood.
Vathelokai

11-14-05, 02:19 PM
Saffron giggles and pulls the lever. Then she goes back to room #1, keeping an eye out for anything the lever might have changed. She burrows down in room #1 and tunnels to the golem room to check and see if the bars have moved.

If the statue is accessable, then switch for the fake one, go back and pull the lever again, cover whatever tracks she's left and get out. Burrow back out the way I came, and continue burrowing until Saffron finds some cover (tree roots, building foundation) that she can surface behind. In an emergency she can use the wand of invis. to get out without being seen.
TelinArtho

11-14-05, 02:43 PM
Saffron is a little dismayed after pulling the lever - for she hears nothing from it as a result. Still, hoping that it made the difference, she returns to the first room - carefully observing anything that may have changed. Seeing nothing, she burrows back to the 2nd room and is delighted to see the bars that were once guarding the golem have been lifted away.

Searching once again for any sign of a trap that has remained, she grabs the statue and replaces it with the replica provided to her by Ansom. Giggling - she starts to burrow back. However, at the edge of her senses, just as she's about to emerge from the sand - she feels something moving closer to her - from underneath the ground.

Saffron has not yet reset the trap, but she knows that something is coming towards her with her blindsense - and it seems quite large.
Vathelokai

11-14-05, 04:30 PM
That's what I get for getting in a hurry...

Saffron forgoes burrowing and goes through the door to the acid hallway. She closes the door behind her, and tries to lock it if that would be possible.

Then back to the plan about resetting the lever, closing door behind her, and back out.
TelinArtho

11-14-05, 04:43 PM
The door has no lock

Saffron quickly returns to the lever and resets it to its original location. However, as soon as she does, she also hears (http://invisiblecastle.com/find.py?id=188185) something thrashing against the door of the first room.
Vathelokai

11-15-05, 05:44 PM
F'n RL...

Since the passage is effectively circular, Saffron will try to get the creature to follow her around so that she can escape.

Sorry things are so late...If you need to you can run everything on autopilot to get this quest over with.
TelinArtho

11-15-05, 06:00 PM
Actually you just said the solution that you needed...

Saffron quickly retreats down to the 2nd room and makes enough noise in the ground to lure the creature back to her. She then retreats back into the first room, eventually making her way back to the surface - her prize in tow.

Feel free to add some more flavor on your own time - I've already posted the rewards.

If you want to have a 3rd go at a miniquest - let me know. I don't have another one in mind quite yet.
Vathelokai

11-16-05, 07:03 AM
Under Items used - add 1 charge, wand of invisiblity.

I'll have to wait a while on the next MQ. Real life is hectic right now... Medical situation not much improved. Things are looking up though. I'll get a hold of you when I get time for another quest. I'm thinking of tossing Saffron into the arena a couple times... I don't think she could hold up in the ecl7 league, but it would be funny to try.
TelinArtho

11-16-05, 09:17 AM
No problem.

I'll reveal the specifics of the traps in this one when I get a chance (if you are still interested of course). This one had a lot of separate little traps - so you did quite well.