Coffee huh? Ive never heard of it but its delicious.
He glanced at the dwarf as he drank the bitter liquid.
...I really hope he didnt use his beard to strain this...
That book is arcane in nature and mostly about destructive magic. I thought maybe youd like to study it. Maybe youll find something for those mortars youre always talking about.
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.
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
"This jus' seems too obvious. Either it's a trap fer the cripplingly stupid, or th' folks who built this place jus' had no sense o' how t' protect their valuables."
M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)
"I am a bit leery o one at a time, I seen traps made where tis all or nothin. I fer one seeing tha door open think tha whole way should be checked afore we goes tinkerin with magic traps."
"Won't take but a minute fer a couple o us tah makes sure tha way out is clear."
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.
Kaavel goes into his fighting stance waiting to see what happens after Sentis puts the figurines in place. He than thinks to himself "I hope this ends as well as when Cortland answered the voice."
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...
Reminds Doc that Sentis handed two over to Doc that he is holding onto, meaning that Sentis could only install two.
Doc still has a couple that he could place on the pedestals if he were so inclined.
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 squad descends into the gloom, their way lit by flickering torchlight. The stairs are long and you feel as though you have turned around completely a few times before reaching their base.
Once the bottom of the stairs is reached, you exit through an open arch. Those limited to the vision of the torches can see no walls to the large chamber they have entered.
Darkvision:
You can barely make out what looks like a wall at the edge of your view. You think the stairs are in the centre of a large chamber
Perception DC21:
You hear a faint sound as though bone was scraping on stone.
1d20 + 15 ⇒ (14) + 15 = 291d20 + 15 ⇒ (6) + 15 = 21
Once down the stairs, Blaze will move a bit to the right of and behind the Half-Orcs, scimitar out and ready for danger. 1d20 + 3 ⇒ (15) + 3 = 18 Perception.
Sentis had a look of pure awe on his face when the light shot from the armored suits and opened the strange staircase.
...it worked...it really worked...Hey! It worked!
He'll look on as the others light torches and descend down the spiraling stairs. He takes one of the everburning torches that theyd been using and follows behind.
The deeper they went the more disconnected to the jungle he felt. It was an alien place for him and made more so by the Wolves flickering torchlight spread out in the chamber.
Perception - 1d20 + 10 ⇒ (15) + 10 = 25
Uh...anybody else hear that scraping sound?
The druid will draw his sword and strain to see anything beyond the darkness.
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
At teh rear of the group Doc pulls something out of a pouch and hammers it into his palm. After shaking it for a moment it starts to emit a bright glow.
"Better livin' through chemistry..." He grins, tossing the glowing rod down the hall into the darkness.
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.
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
"Mage? Psh. Ah could teach Grusk 'ere how t' make one'a those. S' jus' a matter'a knowin' wha' happens when ye mix th' right stuff t'geather. Honestly, it ain't any harder'n makin' good beer."
Looking down the hallway, Doc shrugs. "Ah'm a little nearsighted, but ah don' see anythin'. Biter, that lightsitck's all yours if y' want. Jus' pick it up an' toss it down th' next hall."
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.
As soon as Darkbiter reaches a wall, he moves to the edge of the party's light source, hoping that he can hide and get a drop on whatever is making the noise.
Grusk is unable to notice anything intact in plain view, he gauges that he would have to spend some time fishing through the detritus to inspect things better.
Are y'all following Blaze back to the center then proceeding to the other side (to the North)? - or are you fanning out in different directions?