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The samsaran nods, and goes to more closely inspect the strange pool in the room.

GM Dien |

The consensus seems to be that the quasit, with all her tricks, is too dangerous a foe to try and hold. Grimly and efficiently, Rokan does what needs to be done-- drilling the small skull with one deadly arrow. The little demon twitches and moves no more, though her body remains on this plane.
Searching the little figure feels like doing some bizarre looting of a hideous doll, but you find a few things of interest: a black silk gown that might have been made for a human toddler, perhaps some nobleman's daughter.... currently rather blood spattered and with a few arrows in it, but you could clean it up, right?; a wee symbol of carved obsidian in the shape of the jackal-head Lamashtu cult; and a dagger too small for even a halfling to use well, though the wickedly sharp little blade appears to be made of cold iron and a cantrip reveals the presence of magic on the knife. There is also a thin silver 'crown' atop the dead quasit's head-- you're pretty sure it was originally crafted as an elegant bracelet for a human-sized wrist, and appropriated as a tiara by the self-styled sovereign. I'll add those things to the loot tracker at some point
Searching the rest of the high-vaulted room reveals little else of value, though something of concern, perhaps. The two tiny antechambers are nearly bare of anything important-- one holds piles of 'clothing', though a quick look reveals most of the once-fine garments are rotted to the point of brittleness, or destroyed by mold and rot. A small sparrow is tied loosely to a post by a thin, tarnished silver chain that looks to have been a necklace originally, with a little birdseed and water nearby. It chirps disconsolately as you enter.
The other antechamber contains nothing but small bones, many of which bear sharp little teeth marks, and look to have come from rabbits and rodents and the like.
However, at the end of the room, the orange pool from which the nameless horror arose continues to simmer. There's a palpable sense of wrongness when you come near to it, and you feel your tempers flickering up just by proximity to it. The small mistress of this pool may be dead, but the pool itself seems quite active.
Kn Religion or Arcana checks if you got 'em

Rokan Hundred-Feathers |

Rokan takes a moment to recover whatever arrows he can. I fired all 10 cold iron arrows. 4 missed. Do you want me to roll for each one to recover? Or just take 1/2?
As he searches, he can’t help but note the quasit’s clothes. ”Do those look old? Or has someone been giving this creature clothes and jewelry lately?” Then he shifts to looking at the antechamber with the bird, invoking the spirits to see if any arcane energies are involved.
Casting Detect Magic on the bird and all the contents of its room.
Then his eyes are drawn inevitably to the strange, bubbling liquid. He points to it with his bow, ”This thing stokes my anger. Is that just me? And if not, what is it?”

Seraka |

Seraka doesn't have knowledge religion or arcana D:
Seraka retrieves her dagger in the fallout of the battle. Upon discovery of the bird, she immediately breaks her current task and heads towards it. She kneels down, staring at it.
"Well...how long have you been stuck down here, little bird?" Her voice's tone matches that of the disconsolate little creature.
She reaches for the chain, maintaining eye contact with the bird. "You want to get out of this horrible place, don't you?"
If the bird doesn't react poorly and nobody stops her, Seraka is going to free it

GM Dien |

Bleh, sorry. You can just take half for simplicity's sake, Rokan, so two back to you.
Neither the bird nor the other contents of the antechamber show as magical. The cloths the quasit was wearing seem in good condition... well... aside from the holes and blood from arrows and daggers... but it's hard to tell exactly how old they might be.
E Kn Arcana: 1d20 + 6 ⇒ (13) + 6 = 19
E Kn Religion: 1d20 + 6 ⇒ (8) + 6 = 14
When Seraka cuts the little thrush free, it flies around a bit aimlessly, then flutters over to the corpse of the quasit and hops about it, chirping in seeming confusion and pecking for a few minutes at a hand. Eventually it seems to lose interest, and flies up towards the high ceiling, seeking an escape from the chamber.
"I wonder if it maybe it was a familiar spirit?" E muses aloud after observing the bird's behavior.
Hm, I'll also allow Spellcraft on the orange pool's contents. Roll it it if you got it!

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E folds a hand under his chin. "Familiar..."
"Well, this has been exciting! And we even found a strange... thing!"
His demeanor changes slightly as he approaches the pool again, his smile falling away. "Indeed, it does seem to agitate."
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17

Sonya Valdemar |

Sonya watches the bird peck at the quasit's hand. "If that demon was caring for it - if you can even call it that - maybe we should find someone who will take care of it. I doubt it will do well on its own if it was living underground all this time."
Sonya paces restlessly around the pool, hand on the hilt of her sword, staring it down regardless of whether it has eyes or not.
One of the few I can afford as a 2+int class!
Spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12

Seraka |

Seraka walks over to the pool, her arms draped over her bardiche. She takes a glance at the pool's contents, but her focus mainly stays with the bird.
Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7
She calls out to the bird. "You want to come with us, Birdie?"

GM Dien |

The bird doesn't answer Seraka's invitation, or Sonya'a words about it. It flutters away into the high ceiling and even those of you with darkvision lose track of the tiny, drab form against the roughness of the cavern's ceiling.
As for the pool... yes, it does 'agitate' as E says. Both E and Rokan seem to think it's some sort of... conjuration effect, to have created the first abomination you saw. It seems it might still be active in some way. Occasionally it bubbles in a sullen fashion.

Rokan Hundred-Feathers |

"Conjuring magics," Rokan mutters, not taking his eyes from the roiling surface. "It's use could be many things, though it looked like the quasit used it to bring those demons forth." He shrugs, tearing his eyes away from the pool, "But if it is used for calling demons, why does it stoke my anger? A byproduct of the demons themselves?" He looks around, making his comments seem to apply to the entire structure they find themselves in, "Or a byproduct of whatever this whole place does?"
He moves away from the pool, back towards the door through which they entered, and settles down into a ready squat. "Maybe if we explore further."
He seems ready to do just that, when the team is finished here.

Sonya Valdemar |

Sorry for delay in posting! Changed teams at work and it was a huge rush to get everything done for my old and prepare for the new.
"I think Quink's admiration in the creators of this place is becoming increasingly misplaced - whether this demon was using it or not, this whole room looks like it was made with this thing in mind."
Good to explore elsewhere!

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"Sonya, that's an interesting perspective! Devil though, I suspect. I wonder if it was used for some other purpose, and then perverted... or if Sandpoint's history is filled with Hell's interests. Very strange."
E nods at Seraka's eagerness to continue on.

GM Dien |

I was spending a lot of time in trying to find a way to tell you things about the orange puddle, but none of you got high enough, so you don't know, tra la la!
While you all agree the pool feels disquieting and, yes, seems to stir sensations of anger, none of you are studied enough in magic to really be able to tell more of its function... or how to render it inert. The pool continues to roil slowly, shedding its tangerine-hued light over the room's arching walls.
The bird makes no response to Seraka's attempt to make friends; whether due to inclination or a lack of understanding, you couldn't say. It's quickly lost amid the rough shapes of the cavern's unfinished ceiling. Perhaps it has some other way out, but there's other things to worry about just now...
Like the rest of this complex. You double back past the creepy fountain, also still burbling away to itself, and approach the chamber where you think you saw a statue, earlier. Your memory is correct: there IS a statue here.
A layer of dust doesn't entirely conceal the remarkable workmanship on display. A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears 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 inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory ranseur, not part of the same marble as the statue itself.
To the east, you can see a hallway that turns into stairs leading upwards; dead ahead of you to the north there is a shut doorway, and to your west, the wall has been broken away to connect to a natural cavern. Quick investigation reveals that cavern doubles back through to the way you came in by.

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Knowledge History: 1d20 + 7 ⇒ (6) + 7 = 13 Well, that's about par for the course.
"Beautiful and angry. Scholar and warrior. Why the dichotomy?" E shrugs.
The samsaran tries to get an angle to peer onto her book, investigating it for more information than the seven pointed star.
Is it decorative, or does it have... words...?

Seraka |

Knowledge (history): 1d20 + 5 ⇒ (10) + 5 = 15
Seraka follows E's shrug with one of her own.
"I don't see the dichotomy. Makes sense to me. I've yet to see a woman who wasn't hotter when angry."
She clangs her fist against her armored chest. "This woman included, of course."

GM Dien |

The book appears to be merely decorative, with only vague suggestions of text carved into the marble. While E is that close, however, he notices the ranseur could be removed from the statue.
Where to, brave adventurers? North to the door, or east to the stairs?

Sonya Valdemar |

Sonya steps up to examine the statue and its weapon. Detect evil / detect magic. If it doesn't detect as evil, she'll try to take it down for closer inspection.
And well, if it does, she might take it down anyway so she can destory it later...
"I'd imagine your admiration is better suited for someone still alive, Seraka." She taps on the statue. "And not made of stone."
---
"If these stairs lead back up to the city, we need to know about it. There could be other places goblins are hiding."

GM Dien |

The ranseur is neither magical nor evil, but it looks like it might fetch a pretty penny all the same. It's well-balanced in Sonya's hand, and of exquisite craftsmanship. Masterwork ranseur, with decorative elements, worth 400 GP
Sounds like you're going for the stairs, I'll get up a post about that when I can

GM Dien |

With the ranseur presumably in hand, you decide to see what lurks up that stairwell... Sonya takes the lead, with Seraka just a pace or two behind.
There's a door at the top of the stairs, and the very faint sound of gurgling water beyond. E finds no traps on in it, and Sonya opens it to see a small circular room behind, with a beautifully carved stone fountain at the center of it, still operating in apparent perfect condition. This fountain at least doesn't have any foul stench like the other one did.
Sonya Per: 1d20 + 6 ⇒ (6) + 6 = 12
Seraka Per: 1d20 + 4 ⇒ (1) + 4 = 5
I'm going to rule that given the stairs, only Sonya and Seraka had a chance at noticing the thing to be noticed... so, surprise round!
Baddies: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative E: 1d20 + 5 ⇒ (15) + 5 = 20
Rokan: 1d20 + 4 ⇒ (2) + 4 = 6
Seraka: 1d20 + 2 ⇒ (12) + 2 = 14
Sonya: 1d20 + 4 ⇒ (3) + 4 = 7
Surprise round - bold may act
E
Bad Thing
Seraka
Sonya
Rokan
Not really sure how to field this one-- E gets to act in the surprise round because he's a strategist, but I'm not sure he'd know you were now 'in combat', as the sneaky thing you're fighting is something he can't really see from his angle. I'll give him a check to... hear it, I guess?
E perception: 1d20 + 8 ⇒ (10) + 8 = 18 Sure, that works
E, the second after the door opens, you hear a faint rustling in the room ahead that doesn't sound like water. Maybe it's something bad. Do you do anything, in the three seconds available to you in this surprising round?

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Good recollection on strategery!
"Anyone else hear that?" the samsaran remarks, trying to put the party on alert.
Not much else to do in the surprise round, other than putting himself in harms way... which isn't very E like....

GM Dien |

Nobody else hears that little rustling noise in time... but a second later, you all hear a blood-curdling shriek, as a hideous winged skull flies into view and screams horrifically. The sound seems to penetrate into your very brains... locking up your muscles with immobility.
Will save E: 1d20 + 6 ⇒ (3) + 6 = 9
Will save Rokan: 1d20 + 7 ⇒ (3) + 7 = 10
Will save Seraka: 1d20 + 5 ⇒ (5) + 5 = 10
Will save Sonya: 1d20 + 7 ⇒ (9) + 7 = 16
...wow, guys. I was like, pft, this DC is so low, you're all gonna make that.... and you guys did that. :-\
E, Rokan, and Seraka are paralyzed for: 2d4 ⇒ (2, 1) = 3 rounds. You all do have hero points if you wish to use them for the reroll.
The monstrous head flies over the startled Sonya, into the hallway with you. Directly above Sonya now
Sonya, you're up... and you alone are up right now, heh, barring rerolls.

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As E's muscles fail to listen to their brain, it chooses to dive inward and over-process the situation.
What in the hells was that? A winged skull? I can't move! Why can't I move? Do skulls eat things? Why would it, it's mostly bone?
Knowledge (Planes): 1d20 + 6 ⇒ (4) + 6 = 10
I should talk to the Academy's instructors, I've used very little of what they taught me in this endeavour. Perhaps they need to introduce an educational plan for those who intend on adventuring. I suppose academics would need to return back from adventuring though... and I can't move!

Sonya Valdemar |

Directly above? Low enough ceiling for me to attack?
Sonya pushes the heavy door into the room, peering into the room and it's burbling fountain. She gets as far as "The fountain? I hea-" before something zooms over her head with a deafening screech.
The paladi's limbs feel heavy as she forces herself around to see her friends locked into place, and the fluttering continue above her. She summons Abadar's hand to guide her axe and swings with as much might as she can spare.
Draw weapon as move, smite evil as swift
Smiting Greataxe Power Attack Hit: 1d20 + 5 + 4 - 1 ⇒ (9) + 5 + 4 - 1 = 17 Assuming it's evil
Smiting Greataxe Power Attack Damage: 1d12 + 7 + 2 ⇒ (5) + 7 + 2 = 14 +2 if its an evil outsider
AC -> 21

GM Dien |

Indeed, directly above!
Never mind that her comrades are stricken with unnatural paralysis: Sonya draws her axe and swings. Her blade bites deep, flaring with holy light in response to the creature's otherworldly nature. Black ichor drips down onto her face.
The thing is still alive, if badly hurt. Hissing and wriggling weakly, it tries to bite at the paralyzed Seraka... giving Sonya an opening.
Sonya AOO: 1d20 + 8 ⇒ (10) + 8 = 18
Smite blammo!: 1d12 + 9 ⇒ (4) + 9 = 13
This time, she just cuts the thing in half-- before its teeth can dig into Seraka's flesh. The severed bits flop down weakly to the ground, still twitching, but no longer a threat.
Haha, quick combat. Well done, Sonya!
A few seconds later, the unnatural stiffness that is locking everyone else in place dissolves. Whew!
The room beyond is round, about fifteen feet across, and has a beautifully pristine fountain bubbling away, at odds with the disgusting mess on the ground. There is a door on the far side that is still shut.

GM Dien |

I'll assume you guys keep going through the other door!
Leaving the dead body of the skull-thing behind, the intrepid heroes test the other door and find it unlocked. More stairs proceed beyond, leading up eventually to a narrow spiral staircase that ascends vertically. However, no more than a dozen steps up it, you find that it is choked with rubble and debris, apparently the result of a cave-in or some other natural disaster. It doesn't look as if anything could dig through this wreckage in quick order, at least.
I'll assume you move back to B3 and check out that door as well, but I'll pause a day to let people throw in any RP/whatever before continuing

Sonya Valdemar |

"Everyone okay?" Sonya calls out, making a face as she wipes a bit of ichor off her clothes and face from the airborne creature's sudden descent.
She looks longingly at the fountain, wishing she could wash off the black goo, but not trusting anything down here to be as it appears.
"We'll have to ask Mr. Quink if he has any idea where a staircase here might lead to - I'm sure he'd be very motivated to find more ways down here."

GM Dien |

Quink probably would love to know of possible entrances down here!
Retracing your steps to the room with the statue, E gives a look over the northern door and pronounces no traps that he can see. Sonya takes the lead in opening it, and the door creaks open to reveal a large chamber.
It appears it was once a prison, as testified by the twenty cells that line the room's perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to a passageway to the east.
In the second after the door is opened, you briefly hear two guttural voices conversing in a harsh tongue.
But the sounds abruptly terminate as your light source spills into the room. A second later, you hear the rasp of claws skittering across stone.
Baddies: 1d20 + 5 ⇒ (10) + 5 = 15
Initiative E: 1d20 + 5 ⇒ (10) + 5 = 15
Rokan: 1d20 + 4 ⇒ (18) + 4 = 22
Seraka: 1d20 + 2 ⇒ (14) + 2 = 16
Sonya: 1d20 + 4 ⇒ (5) + 4 = 9
roll off, E vs Baddies, E =1: 1d2 ⇒ 2
Round 1 - bold may act
Rokan
Seraka
Uglies
E
Sonya
Seraka and Rokan can't see anything at this angle but if they move into the chamber they'll see two more of those uuuugly mofos down on the lower level of the chamber.

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E observes the mess on the paladin and fills his mug with some pale fluid, offering it to Sonya with a best I can do shrug.
"I'm sure he'd be very interested in a detailed explanation of everything here, and a brief summary of any interesting details that we fi.... what's that sound?"

Seraka |

No surprise round, so Seraka is staggered
Seraka takes the vision of oncoming battle in-stride, immediately calling upon her divine favor in preparation for another melee.
"HEY GORUM. You know the deal."
Standard action to cast divine favor

GM Dien |

Botting Rokan, I'm guessing he's getting work slammed as sometimes happens for him.
Rokan swiftly strides in, head snapping left and then right, his gaze narrowing. "Two more of those... inhuman creatures," the Shoanti says tersely, and snaps an arrow off from his bow.
Attack red, PBS: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
The archer gives a grim grunt of satisfaction as his arrow lands. But in the next few seconds, the enemy races up the staircase to reach him-- these two seem armed, with less artful copies of the same sort of weapon the statue was depicted holding. They snarl in their angry-sounding tongue as they lash out with their ranseurs.
Red vs Rokan: 1d20 + 3 ⇒ (4) + 3 = 7
Blue vs Rokan: 1d20 + 3 ⇒ (9) + 3 = 12
The swings are wild rather than effective...
Round 1/2 - bold may act
Rokan
Seraka
Uglies - red 7 damage
E
Sonya

Rokan Hundred-Feathers |

My apologies for my absence, guys. Work and home life kind of overwhelmed me. I’m catching up in all my games now.
Rokan has been knocked unconscious one too many times to think he’s the right warrior to stand toe-to-toe in this fight. He dodges to his side, rolling to his feet as he tries to get out through the door and past his teammates.
Double move is all Rokan can do. Acro to get out of the room without provoking AoO’s
Acro vs. CMD+2: 1d20 + 6 ⇒ (18) + 6 = 24

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"Well, you know what they say... practice makes perfect!"
The samsaran waits for an ally to distract one of the things and create an opportunity to strike while it's attention is diverted.
E will delay to the end of Round 2, if one of his allies has left open a flank position, he'll take it and make an attack with his rapier. Otherwise, he'll move to just inside the doorway.
Rapier Attack, Flank: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 for
Rapier Damage: 1d6 + 0 ⇒ (2) + 0 = 2 and Sneak Attack: 1d6 ⇒ 2
Curses! Dice you have foiled me again! ;)

Sonya Valdemar |

Sonya shoulders her way in past the creatures, focusing on dodging their swipes with their ranseur, to make space for the others.
Total Defense, AC ->21 for the turn, but cant take AoOs. Then movement as move action.
"inch into the room more" doesn't sound much like Seraka :)

Seraka |

She contains multitudes! She's not going to charge into a room with a couple of reach weapon dudes, dudes she knows these guys f!~$ with people's brains. For all she knows, if she had failed the save versus that last one, she would have attacked her buddies.
Maybe if she was raging already she would do that, but alas
Seraka steps up into the space left by Sonya and grins at the closest creature.
"Hey. 'sup."
Clearly not expecting an answer, she swings her bardiche at him.
Attack with Cold Iron Bardiche (df+ff, power attack): 1d20 + 5 + 2 - 1 ⇒ (8) + 5 + 2 - 1 = 14
Damage (df+ff, 2hpa): 1d10 + 4 + 2 + 3 ⇒ (3) + 4 + 2 + 3 = 12

GM Dien |

Rokan withdraws nimbly, while Sonya moves forward with a guarded stance to draw the enemy's attacks.
AOO: 1d20 + 3 ⇒ (17) + 3 = 20
AOO: 1d20 + 3 ⇒ (19) + 3 = 22
Both swings are fairly accurate-- one just clangs off Sonya's breastplate, but the other draws blood despite her precautions.
Damage to Sonya: 2d4 + 1 ⇒ (4, 3) + 1 = 8
Seraka's bardiche connects with the bluish tinged creature, leaving a bigh gash but not quite destroying it. E hurries forward after Seraka's swing.
The creatures snarl in unison, drop their weapons, and set in at close range with teeth and claws, their rage seeming more focused on the Abadaran then on the blue-skinned Esegia.
Red vs Sonya, bite: 1d20 + 3 ⇒ (14) + 3 = 17
Red vs Sonya, claw: 1d20 + 3 ⇒ (8) + 3 = 11
Red vs Sonya, claw: 1d20 + 3 ⇒ (18) + 3 = 21
Blue vs Sonya, bite: 1d20 + 3 ⇒ (10) + 3 = 13
Blue vs Sonya, claw: 1d20 + 3 ⇒ (20) + 3 = 23 Sheesh....
Blue vs Sonya, claw: 1d20 + 3 ⇒ (13) + 3 = 16
Confirm claw?: 1d20 + 3 ⇒ (16) + 3 = 19
The good news is that Sonya's defensive posture spares her some pain. The bad news is that some still gets past her guard.
Damage to Sonya, two claw hits: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Sonya is my favorite punching bag. :( Party's up.

Seraka |

Seraka moves to pass E.
"'scuse me."
She scoffs at the blue-tinged creature, her bardiche leaned against her shoulder so the blade almost taps the ceiling.
"Eight strikes between the two of you and you only wounded twice? Pitiful."
She suddenly chops down at the blue-tinged creature.
Attack with Cold Iron Bardiche (df+ff, power attack): 1d20 + 5 + 2 - 1 ⇒ (19) + 5 + 2 - 1 = 25
Damage (df+ff, 2hpa): 1d10 + 4 + 2 + 3 ⇒ (6) + 4 + 2 + 3 = 15
Crit Confirm: 1d20 + 5 + 2 - 1 ⇒ (11) + 5 + 2 - 1 = 17
Crit Damage: 1d10 + 4 + 2 + 3 ⇒ (1) + 4 + 2 + 3 = 10
"Looks like I'm two-for-two."

Rokan Hundred-Feathers |

Rokan, now safely behind the group’s heavy-hitters, reverses direction and follows them back towards the room. As the creatures come back into view, he nocks an arrow and lets it fly over E’s shoulder.
Shooting past over (but including PBS), targeting the closest undestroyed target.
longbow: 1d20 + 5 + 1 - 4 ⇒ (15) + 5 + 1 - 4 = 17
damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

GM Dien |

As far as I know, Rokan didn't need to make any saves. Sonya, you can't 5-ft step and also keep moving; however, you can do a withdraw action and still do your lay on hands, so we'll say that's what you did.
Seraka's bardiche easily hacks down one of the creatures in a spray of blood. A second later, Rokan sends another arrow into the reddish brute to join his first; the thing looks badly wounded, but that doesn't stop it closing with Seraka and trying to shred her with its teeth and claws. Its recessed eyes gleam with mad rage.
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Claw: 1d20 + 3 ⇒ (13) + 3 = 16
Claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
It's only a flesh wound.
Party up! Finish it!

Seraka |

Seraka steps back and nods approvingly at the bloodied scratch from the creature's claws.
"Hey, you actually drew blood with that cut! Good for you."
Attack with Cold Iron Bardiche (df+ff, power attack): 1d20 + 5 + 2 - 1 ⇒ (18) + 5 + 2 - 1 = 24
Damage (df+ff, 2hpa): 1d10 + 4 + 2 + 3 ⇒ (8) + 4 + 2 + 3 = 17
She swings over E's head, the blade cleaving through the creature then clattering against the wall by Sonya.
"Think I got more blood with mine, though."

Rokan Hundred-Feathers |

Rokan re-quivers the arrow he was just about to nock, his dark eyes sweeping the room for remaining threats.
"Well done," he says to the team. Then his eyes narrow on the cells, "What is this place?"
Perception: 1d20 + 14 ⇒ (15) + 14 = 29

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E listens to the battle banter of the half-orc with a smirk.
"Well done!" Examining the fighters he approaches Sonya. "Let's see if we can't get some of this patched up..." he motions to some of her cuts and bruises.
If Sonya accepts a CLW, drop Kreighton's Perusal for CLW and...: 1d8 + 2 ⇒ (7) + 2 = 9

GM Dien |

The twisted bodies of the abominations lie still, with nary even really much in the way of clothing to try and loot, unless you're into ragged loincloths. The two ranseurs could be taken, however.
As for Rokan's question of what this room is-- a short glance around the room quickly suggestions nothing so much as a grim prison. The perimeter of the room is filled with small chambers no more than five feet to a side, with bars in front, and more than a few of those chambers are filled with skeletons, dead for so long that there is nothing but very brittle bone remaining-- bleached figures curled in corners, or with hands stretched through the bars in unanswered supplication. The cells are spartan, without even the barest comfort of a cot or blanket to soften their hard stone interiors.
Feel free to do whatever healing up you need, etc, but I assume you'll eventually keep going forward to the other end of the walkway.
The raised wooden walkway leads into a small room that contains a number of strange and deeply unpleasant-looking devices. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel. Along a wall hang dozens of cruel-looking metal tools-- hooks, needles, and other things whose appearances make your innards twinge a little just from trying to figure out what they might be for.
A door on the south wall and another door on the east wall await you, my poppets.

Seraka |

Seraka pauses momentarily to consider her wound, finally smiling and shrugging. She would rather save the healing spell for now.
She shakes her head at the scene below the walkway.
"Whoever built this place sure had that whole evil aesthetic down."
Ready to move forward whenever

Rokan Hundred-Feathers |

Rokan follows the group into the room, grunting his agreement at Sonya and Seraka's observations. He tries to give the newest room a closer inspection as he moves to each door in turn.
Perception, current room: 1d20 + 14 ⇒ (6) + 14 = 20
Then, following Sonya's glance at the southern door, the hunter moves to give a listen at each door.
Basically pressing his ear to either door to see what info can be gleaned...
Perception, South door: 1d20 + 14 ⇒ (20) + 14 = 34
Perception, East door: 1d20 + 14 ⇒ (5) + 14 = 19
.
If nothing is heard, Rokan will back up and ready his bow for one of the tanks to open the South door. :)