| karlprosek |
Huh. The mod says there's a switch in D22 but nothing about one on the other side of the door. Let's just say it's obvious how to open the door from the other side.
The man shakes his head. "From the other side you can just push it open. No switch."
He looks down at the cradle of rope bridges briefly before shaking his head again. "Nothing of interest to you, I promise you."
Looking at the "temple," Mirela determines that while this large chamber may look like a temple, whoever uses this space do not worship gods. It is an elaborate monument to hubris. Whoever built it sees themselves as the ones who should be worshiped. This room is a vast nod to the builder's ego and pride, as the statues represent the tiger-headed man as the god-ruler of Korvosa.
| Artegall |
Artegall leads the way down the hall, not offering any comment while in earshot of the man.
After some distance, he whispers to the party, "I think the Arkonas are Rakshasas. Very dangerous. Subtle, crafty, and powerful outsiders."
| Artegall |
Artegall easily identifies them as rakshasa. With a 30 you can know all the fluff on the bestiary entry.
"I believe that holy piercing weapons are most effective, Nargun."
That's the last paragraph of the overall Rakshasa entry, not in a specific stat block."They use shapeshifting and illusion to disguise themselves. They are powerful evil spirits in mortal bodies. I've never fought one that I know of.
I'm not certain that we will have to kill them. We very well might, but remember - Lord Arkona sought to use us to eliminate a rival. To manipulate us. And we proved successful at that task, at least as far as he knows. So he might try again to manipulate us into doing something he needs done. And if we can trick him again, we might get out of this easily. The one in that temple - presuming he is a rakshasa - did not attack us, although it could be part of some game.
Still, if it comes to blows, holy piercing weapons are best."
| Cynara |
I put us into a single-file marching order. Artegall is in front to look for traps and such, while Mirela and Whisper are rear-guard in case something comes up on us. Look reasonable?
| Mirela Wintrish |
We did be getting here by swimming through the river. If we figure out what's going on with the water, that could be a way to be sneaking out of 'ere without Lord Arkona's permission.
| Cynara |
"Shall we, then?" Cynara indicates the dark, narrow passage ahead. "If you think it advisable, I can send Chil ahead to scout. She's quite unobtrusive, and can see in the dark."
| Mirela Wintrish |
Might be good to be ‘aving warning of things up ahead.
| Artegall |
"That sounds a fine idea, Cynara."
Artegall has a net +8 Stealth after ACP, and has free 1d6+1 Inspiration on it. Not terrible, but not as good as a centipede familiar. He also lacks Darkvision, having only low-light vision. Maybe he should get an item for Darkvision.
| karlprosek |
The tunnel curves down and down and down until the group is certain they are below the level of the water in the large cave. Still dimly lit by the occasional torch, the way had been prepared for someone who wasn't a rakshasa. Finally, after some interminable time, it bent sharply to the north here, ending at a set of large bronze doors, each carved with images of tigers chasing other tigers in four adjacent circles. At the center of each circle of tigers, a snarling tiger head looks out at the newcomers.
Map link at the top has been updated.
| Mirela Wintrish |
The map looks like the tunnel branches here, but the text seems to say this dead ends at the double door. Which is it?
Someone really do be liking their Tigers…
Mirela peers around keeping watch for anything dangerous as she expects Artegall to handle the doors.
Perception: 1d20 + 15 ⇒ (4) + 15 = 19
| Cynara |
Cynara holds her hand out for her familiar, who crawls up and onto her shoulder under her dress. "Well done, little one. After we open this door, though, I will have need of you again."
| Artegall |
Artegall will indeed inspect the doors for traps, then open them.
He has Trap Spotter for an automatic passive check against traps (will prefer to Take 10 for a 33 on these to make it faster, but you can roll if you want), and will also make an active search.
Perception vs traps: 1d20 + 23 ⇒ (3) + 23 = 26
Disable Device to open, ACP, Free Inspiration: 1d20 + 17 - 4 + 1d6 + 1 ⇒ (17) + 17 - 4 + (4) + 1 = 35
"If we happen to need holy piercing weapons, what are our best options?"
Artegall has a rapier and composite longbow (both piercing). Mirela has, I think, a single Align Weapon spell, and a 1/day use of the Holy Lance Good domain ability (lasts 4 rounds).
Nargun has several piercing weapons, and the Celestial Blood rage power to make his attacks count as Good.
I have to ask again though, are we close to leveling up? It has been nearly 3 years at this point, and we are going into a dungeon crawl.
| Mirela Wintrish |
Lord Erastil has given me a a couple different blessings that can ‘elp our weapons ‘urt evil spirits.
One lasts a few minutes and the other do be more powerful but only lasts for a few strikes in combat.
To be doing more I would need to pray for new miracles.
We are actually pretty well set up vs DR good.
| Nargun Firehelm |
We'll do our best, I'm sure. Those beasties, the Rakashakas, they are evil, aren't they? Do they come from another plane, like devils and demons and stuff like that?
| karlprosek |
I have to ask again though, are we close to leveling up? It has been nearly 3 years at this point, and we are going into a dungeon crawl.
Sure, level to 9.
Artegall finds the doors well maintained, unlocked and most importantly un-trapped; they swing open silently at a touch. Inside, two statues, each depicting a tiger-headed man- the same man from the "temple" far above, stand in alcoves to either side of the doors. Their arms are wide, as if to usher visitors forward into the room beyond.
The otherwise empty room continues north. Artegall notices a hand-width gap in the floor, walls, and ceiling as he looks toward the end of the hall where it ends in a wall about 50 feet from the door.
Near the end of the hall, two alcoves open on either side of the otherwise empty room. In one, a long lever with an ebony handle protrudes from the wall.
| Artegall |
All leveled up to 9. Everybody else ready to go?
Artegall walks around the room, trying to peer through that hand-width gap as well as listen at it. What seems to be its purpose, or what is beyond it?
Perception, Free Inspiration: 1d20 + 21 + 1d6 + 1 ⇒ (20) + 21 + (2) + 1 = 44
| Mirela Wintrish |
It do be so obvious that the lever makes me think this do be a trap.
| Artegall |
Artegall tries to figure out the purpose of the gaps. Knowledge (Engineering): 1d20 + 7 + 1d6 + 1 ⇒ (10) + 7 + (1) + 1 = 19
"Maybe, Mirela. I think this is all some game to them and we are here for their amusement."
Artegall searches the room for any other secret doors, or any other buttons or levers.
Perception: 1d20 + 21 + 1d6 + 1 ⇒ (8) + 21 + (4) + 1 = 34
If he finds nothing, he says, "I suppose we'll have to pull it as there is no other way to proceed. Everybody ready?"
| karlprosek |
With a rumble and a deep vibration through the floor, the entire room spins clockwise, linking up to another room now to the east. While Artegall stands next to the lever he just pulled, another lever is in the southeast corner of the new room configuration.
A closed door leads away from the room to the northeast.
Map updated, please look at it.
| Mirela Wintrish |
Quietly Mirela asks Someone want to scout ‘ere, or should we be pulling the lever again.
She nods to the darkened doorway.
| Artegall |
Artegall moves up to the doorway and listens at it.
Perception: 1d20 + 21 + 1d6 + 1 ⇒ (19) + 21 + (2) + 1 = 43
As a reminder, he has Trap Spotter for a passive check against any traps within 10', and that is 1d20+24+1d6+1
If he hears nothing, he opens the door.