The squad makes it's way back to the eye chamber and notice that the portcullis leading back towards the insect pit has been raised once more. Inspecting the four large statues you notice that they do marry up to the smaller miniatures, and there is an almost imperceptible square hollow at the front of the statue's pedestal the same size as the miniature's base.
Inspecting the larger statues next to their smaller brethren you cannot discern any mundane workings. The position of the miniature receptacles lies upon a line drawn from the large statue towards the pupil of the eye in the central platform.
Sentis places the two figurines into the slots, matching up the armanent and stance with the larger statue. They fit perfectly and are locked into place, unable to be removed - though nothing has changed in the room as of yet...
As Doc places the fourth miniature into the receptacle, a low hum starts quietly then fills the room. From the helmets of each of the large statues, a beam of fiery light issues forth from the eye socket - converging upon the pupil of the eye in the central platform. This continues for a few moments before the beams wink out of existence.
With the unearthly squeal of stone grating on stone, the central platform starts to retract into a spiral staircase leading deeper into the complex...
Peering into the newly revealed depths you notice that no light comes from below. The staircase twists round at least 360 degrees so you will need to descend to reveal what lies below. The air that blows up from the chamber is musty and stagnant.
For those non-darkvisioned among the squad - can you confirm what sources of light you are carrying with you?
Once I know that I'll update what people see at the base of the stairs segmented by vision class.
The light stick given flight by Doc's hand rolls out into the darkness, bouncing along the floor. It eventually comes to rest against a wall roughly 60ft distant from where the squad stands. It its glow you can make out a series of racks against the wall, though most of them seem to be rotted through and their contents lying against the ground.
There is no sign of anything moving in that direction.
For argument's sake lets say that glow stick was tossed out South. If you can declare your movement or actions based on compass directions, that will help.
As the squad moves carefully towards the wall newly lit by the light stick, you see that the racks on the wall were once weapon racks. Unfortunately the passage of time has not been kind and most of the wood is rotted and steel is corroded beyond repair.
Sentis or Perception DC 20:
You hear the scraping sound once more, though it seems to be coming from both the NW and NE of your position. You can't gauge the distance though...
You are currently on the South wall of a large chamber that you descended into the center of. Those with darkvision think they can make out the corners of the chamber about 60ft in either direction from where you stand.
Blaze keeps his ears alert, trying to hear anything that might be useful. 1d20 + 3 ⇒ (15) + 3 = 18 Perception check"Nothing here, let's move to the other side of the room" He begins to walk back to the stairs.
HP 31/31, Acid Resist 5, Fast Heal 10/10, AC 18, CMD 13, Fort +6, Ref +6, Will +0, Bombs 8/8, Init +2
If the area we're in has any side rooms or passages that we're skipping for now, I'd like to set one of my quick-deploy noise traps to make it harder for things to sneak up on. Also, if there are sconces or other kinds of fire receptacles I'd like to take the time to light them all.