The party started off by examining one of the two stairs heading down. Desmond sent his Pseudodragon in first, who showed him that it was safe to come down the slightly slimy stairs. The room that the group found themselves standing in was large, the walls lined with many hatches leading into water-filled tanks, each with a small magical light inside them. Desmond made for the other side of the room to check the chest there for traps. From there, he saw five shapes in five tanks, which Enna soon identified as a frog-like humanoid, features resembling certain amphibians.
After a short debate on whether or not to open one of the tanks, the group grabbed the items from the chest and continued onwards. Back up the stairs, they traveled to the other
staircase, heading down.
Here, they entered a chamber with double doors across the way. Before taking more than a few steps inside, a magical voice filled the area, asking in Aklo how to address the savior. After some discussion, Desmond attempted to reproduce the language, but the voice must not have liked the answer, for soon glowing red symbols sprang up from the floor, and both sets of doors locked.
A plinth rose from the ground, which Talon and Enna deciphered to read “Darkness in a mirror.” Using their magical sources respectively, the two took a new look at the symbols on the floor, recognizing them for letters. On a hunch, Enna began stepping on some of the letters, which seemed to be correct. Every time she would jump over others, however, flame would shoot out of the ceiling, most of which she avoided.
Talon attempted to take a more direct route after a few moments, morphing into a bird and starting to fly across the tiles. Unfortunately, the fire blazed down and nearly burned the alchemist to a crisp before he stopped and drank some healing extracts and potions, as well as receiving some help from Desna via Enna.
It was not long before Enna finished her trek across the tiles, and the doors unlocked, the symbols fading away again. Into the next room, they found a large immovable door facing them, and a small room that featured only a lever on the wall. Perceptively, Enna noticed and pointed out to the others small depressions in the stone walls placed regularly at the top and bottom of three of the four walls in the room.
Eventually deciding to pull the lever, Desmond yanks it downwards, wherein the door behind them slams shut, and the depressions in the walls are drawn backwards, allowing water to begin pouring in.
Helm of Underwater Action: The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer’s eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer’s head and maintains it until the command word is spoken again, enabling her to breathe freely.
Bane Baldric: This ornate sash of embroidered velvet stretches across the chest from shoulder to waist. If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities. If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon.
Getaway Boots: These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a full-round action, the wearer, along with anything she is wearing or carrying, teleports back to the attuned location as the getaway spell, except that no allies are teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
Mask of a Thousand Tomes: The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.
Unidentified cloak: Has an aura of moderate transmutation. Possibly something better and more changing than the Helm of Underwater Action.
Finished exploring the complex: 1,200XP
Traps and puzzles:
Summon Monster trap: 600XP
Electricity Arc trap: 200XP
Teleporting Tile: 400XP
Net trap: 200XP
Scythe Blade trap: 300XP
Thunder Blaster trap: 300XP
Falling Block trap: 300XP
Arrow trap: 200XP
Words of Fire puzzle: 1,100XP
Attempting to fly over the Words of Fire: 50XP
Pulling the lever: 100XP