The Voice of Wisdom |
It occurs to at least one in the party that identifying just how old this place is might be helpful in understanding what these creatures are, as well as whatever else you might encounter here, and that slowing down a bit and at least giving each room a once over instead of immediately charging down every new hallway might be a wiser choice, especially since you really aren't on any time table that you are aware of. When that is mentioned, something about the statue catches Krojun's eye, though without further examination he couldn't say precisely what.
Krojun-Speaks-With-Thunder |
LOL, I was under the assumption that we were giving each area at least a cursory search and there was nothing other than unidentifiable rubble. Waiting for everyone to post perception checks for each room is going to take a very long time.
Krojun studies the mysterious statue more closely.
Perception: 1d20 - 1 ⇒ (2) - 1 = 1
History: 1d20 + 5 ⇒ (17) + 5 = 22
Arcana: 1d20 + 5 ⇒ (15) + 5 = 20
Copperscale |
Yea, me too. I'll roll a few now since I need to get to work.
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Krojun-Speaks-With-Thunder |
Oh, I'm sure we have every intention of exploring. I read your last post as saying that the statue room was further ahead and that the east-bound hallways was physically behind us. I had intended to search that room after we cleared the previous area first.
I have really bad spacial awareness so keeping a mental image of a map is hard for me. Sorry. =(
In any case, Krojun will study the statue/statue room carefully and try to recall any useful information imparted on him by the elders of his Quah.
The Voice of Wisdom |
The red marble statue has lost many of it's sharper details, but enough remain to make out the basic idea. It is of a probably beautiful but, at the same time, monstrously enraged human woman, her stony expression twisted in fury being one of the few full details that yet remain. The woman is wearing flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is still faintly inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory ranseur.
In addition to the statue there are 4 entrances to the room, an opening in the wall to the west, a hallway to the east that seems to have stairs going up, a short hallway to the south that ends in a door, and the southern hallway that leads to the storeroom.
Krojun is able to recognize the star as the Thassilion Sihedron. Copper thinks that the ranssuer might be able to separated from the rest of the statue.
Magnhlidr Whitescale |
"Careful, too loud and we might wake more of those beasties."
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
For the previous areas and this one.
Talon Eldercourt |
Talon also takes care to examine the rooms and statue carefully.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Looking at the statue, "Hmmm ... makes you wonder if she every was a real person and was just turned to stone. What in Golarion are these things doing down here?
Copperscale |
Copper sneaks back to the group to tell them what he found. "So there's this big door up the stairs and I think there's a bird behind it. Or something with wings at least. What do we do?"
Talon Eldercourt |
Talon readies his bow, then upon entering the room fires off two shots.
ROUND 1
Ranged Attack (short bow): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Sneak Damage if applicable: 1d6 ⇒ 2
ROUND 2
Ranged Attack (short bow): 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Krojun-Speaks-With-Thunder |
We have a saying in Shoanti about flying heads but you guys wouldn't get it...
Krojun gasps at the sight of the monsters but doesn't falter. He unfurls his whip and lashes at it when it gets into range.
Round 1 Whip: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Round 2 Whip: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Rohan Drake |
Round 1
Rohan stabs at the flying head as it closes in. It wasn't the first abomination, and it would not be the last.
Arcane Strike: 1d20 + 6 ⇒ (3) + 6 = 9
1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Round 2
Rohan growls in frustration as he tries again.
Arcane Strike: 1d20 + 6 ⇒ (16) + 6 = 22
1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Copperscale |
Round 1
Copper attempts to lock his teeth onto the creature.
1d20 + 4 ⇒ (2) + 4 = 6
1d4 + 1 ⇒ (4) + 1 = 5
Round 2
Both summoner and eidolon seem to miss on their first swing, the sight of the creature being distracting. Though the shock seems to fade on their next attempts.
1d20 + 4 ⇒ (14) + 4 = 18
1d4 + 1 ⇒ (3) + 1 = 4
Magnhlidr Whitescale |
"Hva i helvete er det?!"
Round 1:
Attack Greatsword: 1d20 + 6 ⇒ (18) + 6 = 24 no crit sadly :/
Damage Greatsword: 2d6 + 4 ⇒ (3, 3) + 4 = 10
Round 2:
Attack Greatsword: 1d20 + 6 ⇒ (13) + 6 = 19
Damage Greatsword: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Okay that should kill it :D I love playing the heavy hitter.
The Voice of Wisdom |
Despite the party's pathetic initial attempts to kill the creature, with only Mags connecting, it is unable to capitalize on the opening presented, and gets cut down before it gets a second chance to strike. The circular room itself is plain save for the small skull lined pool in the center of the room, which does seem to radiate a minor aura of magic, though the precise school is unclear. On the other side of the room, on the east wall, is another door, and this one seems to be slightly off it's hinges.
Magnhlidr Whitescale |
"We just keep finding more and more reasons to seal this place back up."
Mags follows Copperscale with the heavier of her two blades drawn. Her eyes scanning the gloom as a prayer dances on her lips.
perception: 1d20 + 6 ⇒ (11) + 6 = 17
The Voice of Wisdom |
The pool appears to be plain old water, and a thorough investigation reveals the magic probably replenishes and purifies it periodically.
Moving east, you have another short hallway that ends in stairs going up, but are blocked after a short distance. Between the party members, you put together the picture that if you could go all the way up, you would find yourself in the block of town that is surrounded by the Old Light, Tower St, Main St, and Junker's Way.
I'll get a fresh map posted after work today.
The Voice of Wisdom |
As you are standing in the stairway looking up, it occurs to you that given the pool and the fact that the statue faces this hallway, it is likely that at one time, this was probably a major entrance to this complex, and that the cataclysm that took down the ancient empire could have filled in the stairway, cutting this relic off from the rest of the world until the smugglers made their tunnels.
Copperscale |
Copper will bound down the hallway straight ahead to scout. He'll stop when he gets to the second branch.
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Stealth: 1d20 + 11 ⇒ (8) + 11 = 19
Survival: 1d20 + 12 ⇒ (9) + 12 = 21