
Seraphina Newton |

This place is confusing; dead end after dead end. How did the horrible people who did such a thing navigate such a place? Maybe they didn't know about the statue and it's secret area?Hmm
So, now where do we go? I am beginning to hate this place, just as much as the people abducting others

Captain Iyers |

"Not that we'd necessarily want to go through that way, but I seem to recall an archway and a door in the north wall of the torture chamber. Just so we have all the options in front of us before choosing." It's clear the Captain couldn't care less what they did, he was just excited to be out in the field again.
However, judging from his facial expressions and body language, it's clear that Chase still would like to leave as soon as possible.
Map updated

Taldo the Tanner |
well if Dominic wants me to press through I will head that way, smart to follow the Captains directive
with dominic's hand on his shoulder Taldo heads past the team and retreats back the way they came and heads to the door in the north wall to the torture chamber as Captain Iyers had directed, when they arrive at the door Taldo makes an effort to open it.
str.: 1d20 + 4 ⇒ (1) + 4 = 5

The Little Game Master |

Directed is kind of a strong word.
Back in the torture chamber, Taldo's attempt to open the door in the north, but he underestimates the necessary force by quite a bit, as it fails to even groan under his force.
Map Updated

Taldo the Tanner |
"directed" in the sense that Taldo wants to please the Captain to get a recommendation for the army, so he is totally sucking up. :)
I can't appear weak in front of the captain
taldo replants his feet and pushes on the door again
strength: 1d20 + 4 ⇒ (8) + 4 = 12
maybe the next time he tries he will just take 10 :)

The Little Game Master |

With strength redoubled, Taldo tries it again and again giving you the T10, at which point it becomes painfully clear that the door is stuck solid.

The Little Game Master |

The strength DC for that door is 23, so if you want to keep trying, you don't have to wait for me to say you got through. It is wooden though, so if you want to risk lighting it on fire, you can. And yes, there's an archway immediately to the left of the stuck wooden door.
The captain gives Taldo a hand, but shows his age when he's unable to help very much. Aid another strength: 1d20 + 2 ⇒ (3) + 2 = 5

The Little Game Master |

I'm going to assume Dominic holds the torch through the archway for you.
As Taldo steps through the archway, he sees that it opens out onto a hallway running east-west. To his right, he can see the corridor makes an abrupt turn to the north. To his left, he sees another statue of an armored warrior. The armor is different from the other, likely indicating a different warrior, but it is the same size and it also carries a sword.
map update pending
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The Little Game Master |

Seeing nothing out of the ordinary, Maelius faces the passageway, ready to head on.

The Little Game Master |

sorry, RL junk going on...
As Taldo observes the sword, he notices it's off-kilter like the other one had been, turning it causes a very similar sound mechanical movement as the last one had. When the statue moves, it reveals an iron door which no amount of handle turning and pushing can open.
you can try to break down the door if you want to get through
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Taldo the Tanner |
fool me once, I've already embarrassed myself on too many doors, there's a hall I can go up and all I have to do is make sure I don't trip
seeing the door is secured and no one will be attacking them from that direction, Taldo turns and proceeds up the hallway that heads north, making sure he moves slow enough that Dominic can stay close with the light.
"Th..the d..d..door is s..s..secure."

The Little Game Master |

As Dominic reaches the torch around the corner to allow Taldo to see, the tanner sees yet another hallway, paved in the same marble, lined with the same stone, and echoing with the same uneasiness.
Map updated

The Little Game Master |

As Taldo nears the corner, and the end of the fading light, he hears something he's not unfamiliar with: the sound of metal grating against stone.

Taldo the Tanner |
what is that? metal grating on stone?
Taldo stops, cocks his head sideways, drops down in a crouch, turns and waves the group to move forward. He awaits for more light and the party to hear the noise and see the corner as well.
maybe we've found our kidnapper and we will be able to leave this stygian darkness
since he is waiting and listening until the party joins him
perception: 1d20 ⇒ 11

Besh Bizzbus |

Maelius hears the scraping too, and that it's getting closer.
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Captain Iyers |

Iyers comes up behind Maelius, "We've gotten past three of these things already, it can't be that bad. Push on! Or would you rather I lead?"

Taldo the Tanner |
I cannot be a coward in front of the captain
Taldo stops in front of the group, looking at the ground, shuffling his feet, he says
I...I h..h..have a..a..a...a sh..shield, I..I will s..s..stay in f..f..f..front, s..s..some o..one b..b..bring th..the torch, o..o..ok?
with the captains presence moving him forward and the close proximity of the torch Taldo continues moving forward carefully looking around.
perception: 1d20 ⇒ 10

Seraphina Newton |

Sarenrae, please keep these boys safe. I cannot bring them back from the dead
Sera, follows along just far enough back where the torch light allows her to see in the darkness.
Boys remember one thing...I can't heal dead, okay

Captain Iyers |

Iyers gratefully accepts Dominic's torch and follows Taldo around the corner where they both see a metallic cobra dragging a sack by its pull-strings. Seeing them, the serpent lets the sack go and hisses at them!
Serpent Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
if your initiative beats its, you're up!
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The Little Game Master |

Taldo's spear clangs off the surface of one of the plates that make up the snake's back.
I'll go ahead and roll for everyone else...I thought that would work a little better than it did...
Iyers: 1d20 + 1 ⇒ (11) + 1 = 12 Chase: 1d20 + 3 ⇒ (5) + 3 = 8 Dominic: 1d20 + 2 ⇒ (20) + 2 = 22
Iyers drops the torch and fires around the corner at the cobra. The ball tears through the serpent's neck. It let's out an unnatural and metallic squeal, one of its red-light eyes grows dim and it moves with less fluidity, but remains.
Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d12 ⇒ 12
Dominic is up

The Little Game Master |

K (arcana): 1d20 + 1 ⇒ (4) + 1 = 5
Dominic's expertise on the creature before them is miniscule, but he shouts at Taldo, "Go for the other eye!" As he stands by, expecting the creature to fall very soon. Combat Advice, +2 on Taldo's next attack roll
The serpent sways a bit under it's damage, but quickly darts at Taldo's leg.
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Fortunately, it gets a mouthful of shield and a bad headache, but nothing more.
Chase moves forward from his spot in the back, and fires an arrow between his allies at the strange creature.
Attack, Into Melee: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Unfortunately, it takes a page from Taldo's spear and ricochet's off the creature's back.
Party up!

Taldo the Tanner |
swing hard and fast, club speed is important
Not sure how the snake missed, Taldo moves his foot away from the snake and aims for its head as Dominic instructed. He quickly lifts his knotted root club and slams it even faster at the iron snake.
club attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for damage: 1d6 + 4 ⇒ (3) + 4 = 7

The Little Game Master |

The serpent's head shatters about the ground, leaving his cache unguarded.
end combat. Loot list pending
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The Little Game Master |

still pending on the loot. Sorry, busy weekend. You will find a helpful letter in it, however...
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The Little Game Master |

In the sack, you find an iron pot, a halberd and 2 spears, a grappling hook, a potion, and a bunch of gems and coins. full breakdown in discussion
Also among the loot, you find a notebook. In it you find page after page of notes on magic. Especially summoning magic.
The last entry reads thusly:
We've all expended the amount of summons we have in our power. The ancient magic of this temple keeps them here until they perish, but we need more magical souls. It's clear we'll have to begin collecting other magical beings: elementals, magical beasts and constructs, even gnomes and elves if it comes down to it. This will take all of us, but leaving a temple full of angry magical creatures unattended doesn't seem like a big risk.

Taldo the Tanner |
Maeliuis is so nice, he might help me. If I have the halberd I will look like a real soldier
As Maeliuis is taking inventory of the things in the snakes bag Taldo returns to the group. Putting his shield on it harness on his shoulder and returning the short spear and club to his belt he picks up the halberd and turns first to Maeliuis and then the captain and asks
"M...M...May I..I..I..?"