Bielsi |
"Unless that something is worth more than one of us," Bielsi responds to Frostwind and reassures Obahar.
Bielsi will perform the ritual to manifest Zarisha from his consciousness once they are out of sight of folks who might take the sudden arrival of a spirit poorly.
Avasir |
As they begin to enter the ruin Avasir will cast Light on his masterwork dagger and hold it out in front of him. Until danger presents itself he will scan for magic auras every short distance as they explore. Every "movement" distance or two (30' or 60'), because humanoids aren't always exact.
"If some of the rest of you will scan for physical danger and traps, I'll keep an arcane eye out for magical auras, which I presume the "floating head" will almost certainly have."
He eyes the entrance as they get ready to delve in, waiting for the more physical types to take a short lead.
Kenza Bloodborn |
Kenza drinks a potion (of mage armour), then walks at (or very near) the front of the group, keeping an eye out for danger. She's sure to always keep her body in between whatever lay ahead and her fellow Pathfinders, a literal human shield.
She seems completely undisturbed by Bielsi's ability to summon a spirit from his own consciousness. In fact, she seems to view him with even more deference than she did a moment ago. She nods at the spirit in respect when it appears, before going back to her duties.
Ready to proceed.
GM Batpony |
I'm going to push us as I'd like to get some meaningful updates before I head on my work trip. Feel free to retcon as appropriate if required.
Before you venture into the unknown path, he request the members of the Scarab Sages stay behind a little while.
In little into the ruins, Bielsi summons his spiritual companion, away from wandering eyes that could feel at threat at the presence of a spirit.
The air cools as the tunnel leads deeper beneath Merab. Wooden supports shore up the walls in more precarious spots, and abandoned side tunnels show where the crew explored layers of older construction beneath the dig site. Eventually, the tunnel intersects a wall of much older construction than the surrounding area. Sledgehammers and other tools lie outside a hole in the wall large enough for a person to step through that opens onto a large room. The southern part of the room is largely collapsed. A sprawling message in red symbols covers the floor.
As you approach the message, the magic symbols on the floor writhe into a spiral and a telepathic message broadcast by an irritated, deep feminine voice enters your mind.
“Pathetic slave! Your base obsession with secrets served its purpose for a time, but you have grown tiresome. And now you dare to turn this obsession against me?! Foolish! You could have served a higher purpose, empowering me for all eternity. Now, for your defiance, you will grow to hate your immortality. You will wallow in ignorance forever, and even I, your master, will forget you.” You hear this message in your primary language.
This is definitely a magical effect, and emanates magical auras, but I could not tell you which as I don't know myself. Scenario doesn't make it very clear. But.. relevant knowledge check below.
Kenza (Mage Armour)
Map is up! There is a path heading North and West, which path would you like to venture through first?
Bielsi |
Bielsi listens quietly and respectfully to Obahar's request but also studies him closely.
Sense Motive: 1d20 + 9 ⇒ (19) + 9 = 28
"Yes, all knowledge is important. More important than petty jockeying for favor and position, for example. We will bring back as much information as we can," Bielsi replies.
"I wonder if that message was to our quarry or from it," he comments as the words are projected into their minds.
He sizes up the 2 tunnels then shrugs and points to the 1 to the north.
"That one seems as good as any."
Ashwell |
Know. Planes 1d20 + 7 ⇒ (4) + 7 = 11
Nothing about the telepathic message gave any hint to Ash about its origin. ”Well, that was quite spooky, wasn’t it,” the undine grumbled.
Bielsi's Zarisha al-Sakawi |
"Is eternal disappointment and suffering not the end reward for all of us pawns and playthings of the gods? Perhaps being forgotten could be a form of succor," Zarisha says, her mournful face turned thoughtfully to the runes.
Kenza Bloodborn |
Kenza replies to the extra orders with a bow of her head. "Yes, sir."
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10
---
As the mental message echoes through Kenza's head she looks around warily....
Seeing no sign of a source, except the magical circle she narrows her eyes. Leaving the mystery for better agents to ponder, Kenza looks down both paths. When Bielsi expresses interest in the northern path, Kenza leads the way forward, watching for signs of danger as they progress.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Leading the way down the north tunnel.
Avasir |
Know (planes): 1d20 + 8 ⇒ (9) + 8 = 17
"Yeah, I heard that too. Not more than a generic, ominous threat as far as I can tell." Avasir replies to Frostwind.
Trying a different approach...
Cast detect magic on the floor where the message was..
know (arcana): 1d20 + 8 ⇒ (6) + 8 = 14
After scanning the place on the floor where the message had resided, he moves on following Kenza's lead.
GM Batpony |
Whatever the magic was, it has left the chambers, the arcane markings on the floor are nothing more than illegible markings at current.
The group proceeds then following Kenza's lead into a very small chamber. A chest, made of rotting wood, sits in this room’s western alcove. Although in a poor condition, looking easily breakable, the locks surprisingly hold.
Only if the chest is open, do the relevant knowledge checks below apply.
Frostwind |
Frostwind looks at the chest and procures her tools."Let me have a look."
Disable device: 1d20 + 9 ⇒ (11) + 9 = 20
"Easy does the trick. Easy does the trick. And what do we have hear.
KnowArcane: 1d20 + 8 ⇒ (16) + 8 = 24 Someone tried some necromantic shennigens and failed!"
Ashwell |
Know. Arcana 1d20 + 8 ⇒ (2) + 8 = 10
Ash shrugged. He’d never seen anything like those stones before. Obviously the sylph had some greater knowledge of the topic.
Kenza Bloodborn |
Kenza keeps watch in the room, looking up (or down) the stairs at the back of the room while the others inspect the chest.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Leading the way down/up this stairwell when the others are ready.
GM Batpony |
Nothing else to see there so...
Led once more by Kenza, the group continues to press deeper into the ruins to explore it's hidden secrets.
Detritus litters this room, including bits of metal, broken furniture, crushed glass, leather strips, and shredded parchment. The walls, ceiling, and floor are covered in deep gouges forming words and phrases in multiple languages. You attempt to decipher the words written covering very surface of this room.
An opening leads west towards the next chamber.
If you choose to do a Linguistics check, it is three different checks for the below.
If you want to spend some time studying this room, as I would imagine good Pathfinders would…
Taking some time to study the room, you decipher that the room once contained a table with thick leather restraints, a single stool, and a small writing desk.
If you meet the minimum check above.
I'm no updating map at the moment.
Bielsi |
Bielsi is reminded that, for someone who is part of a group so interested in the past as the Scarab Sages, and who makes his living writing things, that he doesn't know more languages.
Still, he studies the room carefully to try to glean any information he can from it.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
He notices something curious about the scraps of paper, especially for a Scarab Sage but doesn't understand their significance.
Frostwind |
Frostwind quickly looks around checking for clues.
Perception: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
But allas she is still so hyped that she could break the look that she doesn´t notice anything.
Ashwell |
Linguistics 1d20 + 8 ⇒ (3) + 8 = 11
Linguistics 1d20 + 8 ⇒ (4) + 8 = 12
Linguistics 1d20 + 8 ⇒ (12) + 8 = 20
Linguistics 1d20 + 8 ⇒ (20) + 8 = 28
Linguistics 1d20 + 8 ⇒ (1) + 8 = 9
”Those scraps of paper have Ancient Orisioni, arcane symbols, sketches of gemstones and humanoid skulls. Quite strange. Sounds like someone not quite right in the head.”
Lindwickett Berenbiddle |
"I wonder if that message was to our quarry or from it," he comments as the words are projected into their minds.
Lindwickett repeats the telepathic message to himself turning it over in his mind slowly. "Well, the speaker does reference the immortality of whoever she is addressing three times there. Immortality would explain why this floating head still lives after thousands of years locked away. An immortal locked away forever would very likely end up hating their immortality if there was no escape. They would have to go mad sooner or later wouldn't they?” The gnome thinks about it for a second then adds on, "And as a corrupted djinn, a div is likely immortal."
No skill ranks or specific languages to attempt anything not already unlocked (Kn Planes, Linguistics).
Avasir |
"I spent school gathering all of my knowledge in one language, not starting over in multiple languages." He frowns. "Still, I suppose the Comprehend Languages incantation would have been prudent..."
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
After inspecting the glyphs and other clues in the room, nothing in particular comes to him.
Kenza Bloodborn |
Kenza, who happens to be fluent in Ancient Orisiani, reads some of the text aloud.
“I will seek the Dungeons, find the screams, remember your name, KILL YOU”
She looks around the room with interest.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
She takes a look at the scraps of paper and reads them. After a moment she announces: "This writing dates back to the Age of Destiny. That's around seven millennia ago."
Kenza eyes the Pathfinders around her, wondering why none of her betters speak the honoured tongue of her ancestors... No wonder they sent me on this mission.
Kenza waits a moment to see if her insights have helped her superiors puzzle out this riddle.
Kenza's ready to move on when everyone else is.
Bielsi |
Bielsi looks at Kenza quizzically for a moment before realizing that she was reading and had not been possessed by the spirits in these ruins.
"That seems almost certainly to have been written by the creature we're looking for. Perhaps the rest of the notes and designs are part of her plan," he continued.
"Let's see what else we can find," he says, looking to the exit to the room.
GM Batpony |
Unfazed by your discoveries, you traverse once more deeper into what seems to be a curving hallway to a dead end. Over a dozen small alcoves line this hallway, each containing rusted shackles bolted to the walls and copious amounts of dust. Three of the alcoves contain brittle skeletons hanging from the shackles. Frantic whispers echo around the otherwise-silent chamber, seemingly originating from the skulls of the deceased.
Check 1
Check 2
Ashwell |
Heal 1d20 + 2 ⇒ (4) + 2 = 6
Ash had no idea what the whispers might be, so he used his ability to Detecr Magic as he others look around the room.
Bielsi |
Bielsi starts to get a little creeped out by the whispering, which is saying something coming from a guy with a dead woman cohabitating his mind.
It doesn't stop him from doing his job, though and he turns his knowledge to the task at hand, with advice from Zarisha.
Zarisha Aid Another Knowledge (Religion): 1d20 + 5 ⇒ (10) + 5 = 15
Bielsi Knowledge(Religion) plus Aid: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Zarisha Aid Another Knowledge (Religion): 1d20 + 5 ⇒ (16) + 5 = 21
Bielsi Knowledge(Religion): 1d20 + 6 ⇒ (18) + 6 = 24
Zarisha Aid Another Knowledge (Religion): 1d20 + 5 ⇒ (9) + 5 = 14
Bielsi Knowledge(Religion) plus Aid): 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
"These people were subjected to multiple diseases before they died. So many, someone must have used a great deal of magic to keep them alive. I suggest we be wary. That same magic no doubt lingers and may keep them alive in a wau, still. And as much as they must have suffered in life, I doubt they will be happy," Bielsi shared what he'd deduced.
Avasir |
Avasir shudders at the thought of somebody doing that to them.
"Why would somebody do such a thing? Experiments maybe? Can these spirits be granted rest somehow?"
Kenza Bloodborn |
Kenza curls her lip in distaste at such treatment.
She waits patiently for someone more knowledgable than her to figure out what to do about the whispering.
As she waits she moves through the chamber, alert for danger and objects of interest to her superiors. She also examines the dead end, knowing that secret doors are a common sight in ancient ruins.
Perception to search the room and bodies: 1d20 + 7 ⇒ (5) + 7 = 12
GM Batpony |
I'm going to push forward since I have limited time on my device while at work trip. Feel free to retcon.
No other magic lingers in the chamber accept for that pointed out by Bielsi. Searching the room for hidden doors or compartments finds nothing. Satisfied with the discoveries at hand, the group traces their footsteps back to the starting chamber to walk down the other path.
Broken marble litters the southern corners of this room, where a pair of toppled statues brandishing curved stone swords must once have reached nearly to the ceiling. Many broken weapons lie scattered about the room. The ceilings in this room are 20 feet high, while the stairs here rise to a platform 10 feet high.
Wandering aimlessly in the chamber is a lone skeleton, who turns its head to greet you with their evil looking faces as soon as you step in. The armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets.
Kn Religion DC12 to identify the skeletons, every +5 gets you one question!
Kenza: 1d20 + 2 ⇒ (8) + 2 = 10
Bielsi: 1d20 + 2 ⇒ (12) + 2 = 14
Ashwell: 1d20 + 2 ⇒ (20) + 2 = 22
Lindwicket: 1d20 + 4 ⇒ (1) + 4 = 5
Avasir: 1d20 + 3 ⇒ (1) + 3 = 4
frostwind: 1d20 + 3 ⇒ (17) + 3 = 20
skeleton: 1d20 + 5 ⇒ (19) + 5 = 24
Immediately the skeleton presses and engages with Kenza swinging it's longsword. It injures the half orc critically,
longsword: 1d20 + 8 ⇒ (15) + 8 = 23P/s: 1d8 + 4 ⇒ (4) + 4 = 8
Pathfinders are up! Kenza -8 (Mage Armour)
Ashwell |
Using only his kind, Ash picks up a piece of broken marble and sends it cutting through the air straight at the skeleton.
RTA into melee 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Bluegeoning damage 1d6 ⇒ 3
Frostwind |
Frostwind quickly moves forward and throws a bomb at the skeleton, taking care that Kenza is not affected.
AttackRT: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 151d6 + 5 ⇒ (3) + 5 = 8
Avasir |
Avasir goes last, but I doubt the skeleton will get through the rest of the party to disturb him, so this action should be safe to insert at the end.
The elf wizard notices the surprise up ahead and begins muttering an incantation while holding his trusty focus dagger.
Swatches of arcane mesh begin to converge on him until a faint sphere materializes around his form.
Cast mage armor, +4 AC (armor bonus), duration 1 hour
Bielsi |
Knowledge (Religion): 1d20 + 6 ⇒ (17) + 6 = 23
I'll go with Damage Reduction and special attacks for my extra questions.
Bielsi will call out the information he knows about their opponent to the rest of the team.
Then, he touches Zarisha, imparting much the same effect on her as Avasir does on himself, though his is psychic in origin.
Zarisha's simple, tattered dress, which is only a shade different in color from her skin and seems to be made of the same ectoplasmic stuff is soon covered by a simple breastplate made of mystic material.
Cast Mage Armor on Zarisha. +4AC (armor bonus) 2hr duration.
Bielsi's Zarisha al-Sakawi |
Not sure if Zarisha can cut that corner or if she has to move through Kenza's space to get where she's going. If she can 5 foot step, she'll do a full attack. If not, disregard the second attack (and take an AoO, I assume.
"Poor walking thing. Let me help you escape the shackle of your physical form," Zarisha intones with true pity as she moves up to attack the undead.
Slam: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Slam: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
And if either hits - Miserable Strike (Su): If the phantom hits a creature with a slam attack, that creature must succeed at a Will saving throw (DC 13) or take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotionUM effect. Penalties from multiple hits don't stack with themselves.
Kenza Bloodborn |
Kenza stumbles under the skeleton's blade. Ignoring the pain, she unleashes a flurry of blows, driving her fists in the skeleton's skull.
Attack 1: 1d20 + 4 ⇒ (12) + 4 = 16
Bludgeoning Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9
Attack 2: 1d20 + 4 ⇒ (7) + 4 = 11
Bludgeoning Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6
GM Batpony |
Bielsi recognizes these skeleton as formidable opponents, skeletal champions as they are called. They are resistant to any damage not made by a blunt weapon. DR5/Blunt And have no special attacks, but are expert swordsman.
Frostwind moves around the corner out of the way, finding an opening to lob a bomb! It works magnificently as the creature finds partial bones blowing out of it's body, but not enough to take it down.
Avasir and Bielsi cast some fortification to ensure safety out of this fight. Meanwhile Ashwell attempts to focus his mind but fails to find the right frequency.
The melee fighters have no luck against the undead as his armor proves to be much tougher to punch through than originally though. In reaction to the attacks, the skeleton takes a large swing with his weapon. It cleanly cuts Kenza, causing her to bleed profusely into an unconscious state. The sword follows through towards Zarisha but narrowly misses the Phantom as she shifts out of reach.
longsword, PA, Cleave, Kenza: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20P/S: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
longsword, PA, Cleave, Zarisha: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18P/S: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Combat Round 2
Skeleton -8
Pathfinders are up! Kenza -18 (unconscious)(MA), Avasir (MA), Zarisha (MA)
Lindwickett Berenbiddle |
Lindwickett unshoulders his pack, dropping it and darts into the fray. The little guy has his tiny rapier out and is practically dancing around the skeleton. His grin is impossibly wide and more than a little creepy.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (10) + 7 = 17
If I still provoke, I will attempt a parry and fail :P If this parry attemt actually happens I'll mark off a point of panache.
Possible Parry: 1d20 + 6 ⇒ (2) + 6 = 8
Bielsi |
"On your feet, soldier!" Bielsi says as he steps up and pulls a wand out of a pocket.
He taps her bleeding body with it, using his own psychic abilities to activate the magic imbued in it.
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Bielsi's Zarisha al-Sakawi |
"Your existence is of no more import than it was before you were brought back into this state of unlife. I will end both and provide this mortal shell of yours its proper rest." Zarisha says, paying little heed to the fact that one of her comrades was cut down by the creature.
Slam plus Flank: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Damage plus Miserable Strike: 1d6 + 1 ⇒ (2) + 1 = 3
Slam plus Flank: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage plus Miserable Strike: 1d6 + 1 ⇒ (5) + 1 = 6
Kenza Bloodborn |
Kenza opens her eyes and sees Bielsi, his ghost and the skeleton all right above her. She stands up ( provoking an attack of opportunity).
If she's still conscious:
Then she takes a cautious step backwards and draws a potion. (drawing a potion of cure light wounds).
Ashwell |
The undine keeps pulling pieces of marble from the ground with his mind, and flinging them ahead at the skeleton.
RTA into melee 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
Bluegeoning damage 1d6 ⇒ 6
Avasir |
Avasir takes a quick step up behind Bielsi, and sends a bright white spell ray past him towards the skeleton.
5' step
Cast disrupt undead
Disrupt undead, ranged touch attack, into melee: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Disrupt undead damage: 1d6 ⇒ 1
GM Batpony |
Posting rates will resume to normal!
Lindwicket tumbles around the skeleton staying one step ahead of it's reach at all times. She gives the group a hopeful flank. The group attempts to help bring Kenza back into the fight but as she picks herself up the Skeleton swings and knocks her back down!
longsword, PA, Kenza: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23P/S: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Bringing the fight to the skeleton Zarisha, Ashwell, and Avasir attempt to bring the skeleton down, but it proves to be fortified with a good set of armor. The skeleton attempts to return the favour by attack Zarisha, but the phantom also easily dodges.
longsword, PA, Zarisha: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17P/S: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Combat Round 3
Skeleton -8
Pathfinders are up! Kenza -19 (unconscious/stable)(MA), Avasir (MA), Zarisha (MA)
Ashwell, you're in the other room and won't be able to target the skeleton without line of sight (through the walls), please update your location!
Ashwell |
Apologies, DM. Hats what I get for not checking the map.
Ash delays until the scene in front of himnclears up so he can safely use his powers on he skeleton.
Avasir |
Avasir sighs in frustration at his minimal line of sight through the doorway, around Bielsi to the skeleton. He has an angle, but it's not very wide.
"Bielsi, through or back, but out of the doorway!"
Again he concentrates, mutters a harsh incantation and sends another bright spell ray around the big body in front of him towards the skeleton.
Cast disrupt undead
Disrupt undead, ranged touch attack, into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Disrupt undead damage: 1d6 ⇒ 1
"Any chance you all can draw it further away from the door?"
Kenza Bloodborn |
Despite her wounds, Kenza refuses to fall. She steps back and drinks her potion, healing some of her wounds.
Healing: 1d8 + 1 ⇒ (2) + 1 = 3
She wavers for a moment... Then falls to the ground.
Activating her Orc ferocity ability, which allows her to remain conscious and act as though disabled this turn. She takes a five foot step back, as a free action, and drinks her potion as a standard action. She's currently at 0 hp. Unfortunately, due to the text on Orc ferocity, that's not enough to keep her conscious, and she falls unconscious and dying at -1 hp.
GM Batpony |
The stubborn orc refuses to fall and takes a gulp of a potion in hopes to regain the energy to carry on the fight. However, the potion might have been a little defective as she falls back into unconsciousness immediately.
Avasir attempts once more to shoot divine energies at the undead, forcing it to shake to it's core. The spell hits but knocks off his armor, thus the skeleton barely felt the power.
Combat Round 3
Skeleton -9
[oob]Zarisha (MA), Ashwell, Frostwind, Bielsi, Lindwickett[/ooc]
Kenza -17 (unconscious,dying)(MA), Avasir (MA)
Bielsi |
Bielsi takes Avasir's advice and moves deeper into the room, clearing the way for the rest of the group to enter. The skeleton is being quite tenacious in taking down Kenza and she is knocked unconscious again despite his healing, Frostwind's and her own potion.
He adds another dose from his wand to get her back to her feet.
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Bielsi's Zarisha al-Sakawi |
While she shows no care for Kenza's plight, Zarisha is growing visibly frustrated by the skeleton and the fact that she can't hit it. She attacks again, hurling her small, but surprisingly effective fists at it.
Slam plus Flank: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage plus Miserable Strike: 1d6 + 1 ⇒ (4) + 1 = 5
Slam plus Flank: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage plus Miserable Strike: 1d6 + 1 ⇒ (3) + 1 = 4
Crit?: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
GM Batpony |
Bielsi turns to aid the fallen Pathfinder, a spark of hope as Kenza starts to once more regain her senses.
Zarisha continues the good fight with some good old fist fighting. The first hit misses but distracts the skeleton enough to give a wide opening for Zarisha to punch really hard! The skeleton shatters as it's bones spread across the floor of the chambers.
Combat over! Feel free to do any healing retroactively. Will go ahead and describe the next section.
The crawl westward leads into an large chamber that acts somewhat like a decorative hallway. At the end of the passage, a single statues of a man with a hyena head block the passage leading north from this room. The statues seem to have wore down over time covered in cracks. It holds a sword raised towards the ceiling.
With a step towards the entrance, it becomes apparent that the statues move as the dust falls off it's sides. It is as if it was informing you not to step any closer, that it is a guardian of the doorway.
Monster Lore: Kn. Arcana DC12. As usual every +5 gains you one questions.
Kenza -15