Pathfinder 1E Leif's Whirtlestaff's Wizards' Academy, Reprise [Pfdr] [IC 04]

"Hmmm, interesting. It looks like it may require us to push the correct rune before proceeding, or maybe even a combination of them. Let's see, a flame is slightly ambiguous but I would err on the side of caution and say it's a bad thing. Devil horns would most definitely be bad, as would a snake. The skull is associated with death, so that's bad. The sword and chest could represent treasure, which would be good. The heart I'm not sure about. It could represent something he loves."

"The circle would most likely be tied to the function of the door."
Kerlan also casts Detect Magic but he uses it to examine the door first, then the circle, trying to determine how it works.

OOC: Spellcraft Checks (1d20+15=28, 1d20+15=19)
 

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"Hmmm The circle has conjuration magic on it. Perhaps push a rhune and get something associated with the rhune?"
 

The Vault of Larin Karr

Kerlan's spell and spellcraft reveal that the conjuration magic is associated with teleportation and is tied closely to the circle on the floor. Different combinations of runes being touched produces different effects, some associated with outbound teleportation and some associated with inbound. He also learns that the outbound teleportation combinations require touching all six runes in a specific order. Kerlan gets a feeling of danger about touching either the flame, the devil horns, or the snake first in any combination.
 
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Kerlan shares his findings with the others then turns his attention back to the runes. "So, don't start with those, but I have to use all six. With three dangerous runes and a bit of inbound teleportation it seems like it might summon some dangerous creatures. Could be a fire elemental, demon, and a medusa. Or some other creatures. Not a promising prospect. Hmm." Kerlan presses the Chest rune and then continues in order, 561234, to see what happens. If that doesn't do anything he will try skipping numbers, 513624.

OOC: Will I just have to post a bunch of combinations?
 

The Vault of Larin Karr

Neither of the combinations that Kerlan tries has any effect.

OOC: I'd rather you not just post a bunch of combinations. It's really no good for you to even post more than one combination at a time. Now, you have been given some hints, but they may or may not be terribly useful to you at this point. Proceed thoughtfully and methodically, and above all slowly and carefully. I'll just say that there is something of a method to the madness.


OOC: It might help to use some additional divination magic to learn more.....
 
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OOC: I don't believe that Identify would help in this case, but I'm open to arguments to the contrary.

hang on, I might have a plausible argument . . . . .

edit:
ok, here is the description:

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

now if I am being a rules lawyer, tell me. I will be silent and let the lawyer be the lawyer. :D

it says it gives a +10 to spell craft to identify properties and command words, would pushing buttons be the same as a command word?
 
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Nice try, DeWar. However, MY Pathfinder core rulebook says, "Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell." Here, the "door" is in plain sight, it is the destination of the door that changes. Even these destinations are not hidden in any way, if the correct 'formula' is known to access a particular one.
Oops.
 
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