GM DevilDoc |
The statues look and behave just as statues should under Daelric's untrusting gaze.
Andrezi Zeldana |
Andrezi pokes his head around the corner and looks past Daelric's shoulder. "Statues, eh? Armed statues."
Volkar Glanral |
Volkar entered the room and watched the armored dwarf walk about the edge and come to a stop at the door across the way. Volkar went to stand in front of one of the statues and paused to look at it a bit closer.
"Mistress Kiera, didn't the other statute of the lady below Sandpoint have a glave or something similar? And, why does this man have a book?" Volkar asked as he studied the workmanship of the statue.
Kiera Videns |
"Yes, maybe they are all runelords? The glaive could be a ceremonial weapon of office," she says. "I... hmm, there are a few gods who are associated with glaives, but I don't really know much about that field of expertise."
GM DevilDoc |
GM DevilDoc |
Daelric opens the door to the next room revealing two more statues flanking a short hallway with another statue at the end of the hall facing him. Two alcoves with closed doors are set into the hall just before the farthest statue.
Volkar Glanral |
Volkar looked over Daelric's shoulder and into the small hallway. He scanned the area carefully.
GM DevilDoc |
Volkar fails to notice anything out of the ordinary about the hallway.
GM DevilDoc |
Orik steps up behind Volkar and Daelric, peering into the hallway. "Whats tha holdup? I don't see nuthin wrong with these statues."
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Kiera Videns |
Kiera blows a stray lock of black hair out of her face and says to Orik, "We saw one earlier - you probably already saw it, the woman with the glaive. I think these might be statues of the ancient Thassilonian runelords. They were very powerful magicians... just... seeing more of them makes me wary, is all."
She advances cautiously with the dwarfs and casts a small spell to open her senses to magical energy.
Cast detect magic, slowly scan the room as I move up with everyone.
GM DevilDoc |
Kiera Videns |
"STOP!" Kiera says suddenly.
"There's still magic in these statues. I don't know yet if it's dangerous or not. Give me a moment."
She concentrates her gaze on the statues, murmuring arcane words to focus her thoughts.
Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20
GM DevilDoc |
Kiera Videns |
Kiera frowns. "It's a trap. There's... something here that will cause the statues to animate. Some kind of mechanism... the spell is waiting for the mechanism to trip. Like the wizard who set it up made a spell and said, 'When someone flips this switch, make the animation spell happen.' But I don't know enough about these kinds of devices and mechanisms to know what it's listening for."
Volkar Glanral |
[b]"What, really, I wonder..."[b] Volkar takes out one of the casks, and removes the explosive agent. He took the cask and rolled it across the floor watching to see what might happen.
GM DevilDoc |
After Kiera cautions everyone, Volkar decides to test her theory. Removing the explosives from one of his bombs, he tosses the cask within the hallway where it lands between the statues. Immediately, twin iron portcullises drop from the ceiling and slam with an echoing clang into holes set within the floor. After a moment, Kiera is able to see the glow around the statues intensify as they suddenly move, swinging their glaives across the middle of the trapped area where someone would be standing between the portcullises. After a couple of swipes, the statues return to their previous position, and a few moments later, the floor tilts up to briefly reveal an open area below before settling back into place. The portcullises remain down after this macabre show.
Daelric Morieth |
I let out a relievee breath as the statues stop attacking, then look at the floor carefully to see if there are any tripwires or other trap activators.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
GM DevilDoc |
Looking at the aftermath, Daelric is able to clearly see that the flagstone tile in the middle of the two statues is itself both a pressure plate that activates the trap and a swinging plate that discards the rubbish left behind..
Daelric Morieth |
Glad that there is no more danger from the statues, I look to Volkar, "Good thinking, must have been quite sensitive. Now let's try to lift those gates up." I walk to the gate, grasp it with both hands and try to lift with all of my strength.
Strength Check: 1d20 + 2 ⇒ (14) + 2 = 16
GM DevilDoc |
Str: 1d20 + 2 ⇒ (19) + 2 = 21
Orik steps in to help Daelric with the nearest portcullis, and between the two of them, they manage to lift the gate up. Straining to hold the gate up, he looks at Daelric and says "Ok.. Now what? I don't fancy stepping in there, and we can't hold this forever!"
Just to give yall something to chew on until I get off work tonight:
The statues are, well.. statues. This will take quite a bit if you are thinking about destroying them. However, the glaives the statues are holding are regular weapons. The portcullises are released and there is no way to hold them up without resetting the trap.. something you don't have access to, so this will have to be taken into account. Lastly, the floor in the red square will continue to tilt so you will have to figure that out as well.. but it is only a 5 ft square outlined by the red lines on the map.
Andrezi Zeldana |
"Well, that's bloody well awful." Andrezi says.
"Volkar, any chance you could lob a bomb at the statues's weapons? The glaives seems like normal weapons, if the hafts can be destroyed..." the priest muses, his voice trailing off as he continues to ponder the situation.
Volkar Glanral |
"Well now, that might work. But, if this is the trap, there had to be a way to turn it off, right? I mean how else woud you get past it?" Volkar looked back at the doorway that they had left and at the walls before the porticullises.
Andrezi Zeldana |
"Oh no doubt there is a way to turn the damned thing off, I just couldn't tell you how." Andrezi says with a half-grin. "I had always meant to get Cosminia to teach me how to do that, but never got around to it. Seems extra unfortunate at the moment."
Daelric Morieth |
Starting to feel the weight of the portcullis now I grunt, "Can't we wedge something under these to hold them open for now?"
Volkar Glanral |
"Maybe we let them fall down and reset. Then we can figure out a way across this trap?" Volkar nodded towards Daelric.
Kiera Videns |
"I don't think I have any spells that can help," says Kiera. "Are we going to have to go all the way back to Sandpoint to find an engineer who knows about traps?"
Volkar Glanral |
"Maybe we let them fall down and reset. Then we can figure out a way across this trap?" Volkar nodded towards Daelric. "There has to be a way to get around this trap."
Daelric Morieth |
Starting to ache under the weight of the portcullis I snap a reply, "Maybe instead of repeating yourself, you can think of a way to reset it then or how to prop it open?"
Volkar Glanral |
Volkar looked into the pack and pulled out the heavy flail they had taken earlier and tried to wedge it in between the porticulis and the gap in the floor. Hoping that that would at least let Daelric let the ironwork rest.
Andrezi Zeldana |
Andrezi looks around the area for something that might be sturdy enough to hold open the portcullis.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
GM DevilDoc |
The team discusses their options, but nothing appears readily available. Volkar tries to hold up the portcullis with a flail, but it is too short to do much good. Looking around Andrezi gets an idea looking at the remains of some of the statues. Stacking some of the crumbled blocks together, the team is able to rest the nearest portcullis on top of the stack, leaving some room underneath for the rest to get under it.
Considering Andrezis suggestion of bombing the weapons, Volkar doesn't think that tactic will work, but Orik steps in with a suggestion instead. "If the bombs won't work, how about a normal weapon? One of you dwarves should be able to chop those things in two with your axes."
Give me a strength check or damage rolls for attacking the glaives. We will use DC 10 for the attacks, and that the statues are standing at attention, holding the glaives in the right hand. You can disarm one statue, find a way across, and then get the other one. There will be no AOO from the statues for your sunder attempts. Two handed hafted weapon has a hardness of 5 and 10 HP
Volkar Glanral |
Volkar got into position and swung his axe at the first statue's glave.
Daelric Morieth |
I look offended at the suggestion of my axe being used to hack at statues, I do however draw my pick and hack at the other statue with that instead.
Heavy Pick Sunder: 1d20 + 5 ⇒ (20) + 5 = 25
Critical Confirmation: 1d20 + 5 ⇒ (19) + 5 = 24
Heavy Pick Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Critical Damage: 3d6 + 6 ⇒ (2, 2, 6) + 6 = 16
GM DevilDoc |
Daelric and Volkar easily snap the glaive haft like a matchstick.
-Posted with Wayfinder
Volkar Glanral |
Volkar turned as he watched Daelric shift to use of his pick. The armored dwarf swung the pick with a level of precision and strength that Volkar took a step back in amazement and awe.
"Well done, cousin, well done." He said with praise. He looked about at the trap again. "So do we just try to hold up each of the iron grates and let our colleagues slip below? May need to string a rope across the grates so they can keep their footing when the floor tilts and drops."
Kiera Videns |
"Maybe we can get some of the junk from the goblin lair upstairs and use that to make a barricade," suggests Kiera. "To hold up the gates, I mean."
Volkar Glanral |
"Not a bad idea, Mistress Kiera." Volkar nodded in agreement and turned to the others. "Do you guys think that that would work? We could grab things from the hall rather quickly."
GM DevilDoc |
The team manages to get the other haft snapped before returning to the upper level a couple of times for more debris and stuff. The remains of a table covers the trap door to prevent the sudden drop into a pit, and a pile of miscellaneous stuff is wedged under the far portcullis to allow entrance to the rest of the hall. You are now confronted with a door to the left and a door to the right.
Daelric Morieth |
"Hmm, Let's go left." I stand by the door on the left and when everyone is ready I raise my shield and open the door cautiously.
GM DevilDoc |
Daelric decides the direction, and once the team is stacked up on the door, he opens it carefully.
A wide stone ledge of red marble lines the curving walls of this room, which is well-lit by four burning skulls that sit in each corner. Three chairs rest in the room, and both stone ledges are covered with books, scrolls, teeth, bones, scrimshaw artwork, jars of deformed creatures soaking in brine, taxidermied animals and limbs, and other strange objects. To the north, a large round fountain filled with frothy blue water fills the room with the gentle sound of bubbling.
A beautiful young woman stands in the middle of the room facing you, her eyes aglow with madness and a promise of destruction. Her silver hair, violet eyes, and extremely shapely figure stand out in screaming juxtaposition against the obviously fresh "enhancements". Her left arm has been changed to a demonic clawed appendage from below the elbow to the hand, and scars crisscross the abdomen that her armor and clothing openly flaunts. From the descriptions you have been given and the artwork in Tsutos journal, you immediately recognize that this is Nualia standing before you. Beside her stands another large, demonic hound.. identical to the two you fought in the chapel above.
Nualia looks you over with disdain before calling out to you "So.. These are the invaders that would stop me?? You are a bedraggled lot long in need of a bath.. and to be flushed away!!"
Kiera Videns Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Volkar Glanral Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Daelric Morieth Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Orik Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Nualia Initiative: 1d20 - 1 ⇒ (6) - 1 = 5
Hound Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Bold May Post
Daelric
Orik
Volkar
Hound
Kiera
Nualia
Andrezi
GM DevilDoc |
You just woke up from a nights rest right before you moved down the stairs to this level. You didn't use any major spells on the goblins, so you should be good to go?
Kiera Videns |
Huh, somehow I thought we had another encounter that used up my spells after the goblins - I did throw some stuff at Orik and the bugbear, but I guess we slept after that? I'll update my prepared spell list.
Daelric Morieth |
Are you sure? I was under the impression that we had used most of our abilities too.
GM DevilDoc |
After Orik and the bugbear, you bedded down for the night and then moved the goblin women over with the goblin kids. That was done without any spells. After that, you moved down the stairs, and here we are. Everyone has a new days worth of abilities.
Daelric Morieth |
Ah, not sure how I missed that.
I look at Nualia trying to work out where I have heard of these markings before.
Knowledge (Religion): 1d20 + 8 ⇒ (8) + 8 = 16
But where eludes me, however seeing her take an aggressive stance I return in kind as I move into the room and swing my repaired axe at here stomach, just as my axe is about to make contact the metal changes to an emerald green.
Dwarven War-Axe Attack (Stone-Strike): 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Dwarven War-Axe Damage (Stone-Strike): 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Volkar Glanral |
"Marked and damned by the Mother of Beasts, but no matter, you have done enough to terrorize the good folk of Sandpoint,Volkar said as he followed behind Daelric and Orik.
He turned to let them deal with the demon-touched woman and squared off with the hound. He swung his ax at the beast's muzzle.
But his swing went wide and missed the creature.
GM DevilDoc |
Daelric charges into the room, swinging his ax. He scores a slight wound, and the womans eyes blaze in anger. Oddly, the rest of her face remains impassive.
Volkar moves into the room as well, concentrating on the overgrown dog instead. Unfortunately, his blow is far from the mark.
Oric steps into the door, bring up his bow to sight in on the dog as well. His arrow marks the beasts side, but it clearly didn't hurt the beast.
Attack: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Dmg: 1d8 ⇒ 1
The hound turns its attention to Volkar, lashing out with its teeth. It savages Volkars leg, dragging him to the floor.
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Dmg: 2d6 + 4 ⇒ (4, 4) + 4 = 12
Trip: 1d20 + 7 ⇒ (19) + 7 = 26
Bold May Post
Daelric
Orik
Volkar- 12 dmg, prone
Hound
Kiera
Nualia- 8 dmg
Andrezi