Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)
Talon follows in line behind Mags after trailing behind them for a short while (sorry for being MIA for a bit, back now and fully engaged). He keeps an eye on their rear flank just in case and is ready to leap forward if there is a nasty surprise up ahead.
"Places like this exist all across the face of Golarion", Krojun says with a gesture. "Ancient Thassilon was vast and powerful. Empires such as that never wholly leave the world."
HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14
"There are stories of dead men that walk. Back home there were stories about sailors drowned at sea that rose to walking again and seek the death in battle that was denied to them by fate. They may walk these halls."
Mags doesn't seem to like those stories that much.
The tunnel turns southeast after about 60 feet, and opens up into a small room. On the southeast wall is a large set of stone double doors. In the northeast corner are stairs leading up to a platform of grey stone set against the wall. On the platform is an ancient altar, little more than a jagged block of black marble with a shallow basin on top of it, which appears to be filled with filthy water. A quick detect magic shows the water and basin to be magic, but nothing else in the room is.
The altar is solid rock, and though you are able to determine that it could probably be tipped over with the right tools and aids, and sufficient time, human power is not by itself going to being enough. There's nothing else of particular note about the altar or the platform it sits on.
Talon did hear a very faint sound of flapping briefly as he listened at the door.
This huge room looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, both slightly ajar and off their hinges, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold. Despite Talon's report, you can neither hear nor see anything moving at present.
HP: 22/28 NL: 0 | AC 18/12/16 | F +5, R +2, W+1 | Per:+6, Init: +2 | Rage: 14/14
"I don't know. But whatever was here isn't moving."
Mags moves forward cautiously. Her sword held at the ready as she puts one foot slowly in front of the other, making as little noise as she can. She strains her senses trying to pick out whatever it was that Talon said was flitting about earlier. Each breath sends a misty plume rising into the air as approaches the edge of the pool.
Perception:1d20 + 5 ⇒ (9) + 5 = 14 Initiative:1d20 + 2 ⇒ (7) + 2 = 9 Move to w24, try and find out where the little flapping thing may be hiding.
The party moves cautiously in, but sees and hears nothing until the wall the starts to grow a bump, and a piece of moving stone separates itself from the wall and slams a rocky appendage into a rather startled Talon.
The little dragon starts to hurt it, but Talon, in his retaliation, knocks the life out the rock, and Mags splits the now plain stone in two. As you are all absorbed in now thoroughly harmless rock when hear a noise up on the higher level, and turn your heads just in time to see a familiar creature emerge from the orange bubbling pool, which noticably is less bubbly and active than it was just before the creature emerged. The creature descends the stairs with ranseur in hand, and is able to attack Mags with that weapon; the blow finds it's target, and the northern barbarian takes 7 points of damage.
The pain from the deep wound in her leg seems to go away as, once again, a righteous anger fills Magnhildr's heart. She wrenches the wicked blade free of her leg and gets up under the creature's reach and sends her blade carving into the thing's flesh.
Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)
Seeing his party close rank against the creature, Talon follows Copper's idea and will run around the pool (but not up the stairs) in an attempt to surround it. Will double move as far as I can get, ideally will leave the creature flanked next turn.