| Kairen |
I think we should explore the west hall, even if only partially. We have no recon in that area, and I'd like to have more than one clear direction to fall back if needed. Any other ideas/sound logic to go by, anyone?
| GM Zed |
Moving to the west for a mere ten feet or so (following the definite flow of air), you arrive at a junction in the corridor that heads to the North and to the South. Whereas the corridor to the North disappears into the gloom, the corridor to the South stops at a blank wall after around ten feet. Whereas this wall may have, at some point been blank and featureless, it now contains the opening to a crude tunnel.
Examining the entrance to this tunnel and feeling the flow of air over your exposed skin, it is very clear that this is where the air is being drawn into. The tunnel itself is quite narrow and would probably only accommodate someone of Zazou's stature… With a second, more detailed, examination of the tunnel, you notice that there is a large amount of rubble on the floor in front of the tunnel (as if someone / something tunneled into the Ossuary rather than out).
Updated Map to Follow
Balin Katona
|
Having been absent for an hour in the morning for privacy in prayer, having headed back to the corpse-filled room they had battled the zombies in, Balin seems both refreshed and relieved to be free of the stagnation of idleness. With his silent companion watching the junction of the hall, the dhampir creeps close to the tunnel opening, inspecting it with a gentle touch of the rough stone.
"We need to find our chickens," Balin surmises, rubbing a little bit of stone grit between forefinger and thumb. "If they haven't already fled through this tunnel, then we may need to discern why. This appears to be a means of egress into the Ossuary, which could also be a means of escape for us if we use up all of the power of the chime."
Narrowing his eyes at the opening, Balin stands up straight and dusts himself off. "However, I am loathe to send anyone in without at least attempting to discern what the bird-men knew." Looking down the other end of the hall, Balin motions with the head of his cane in that direction. "Let's check that side before we go looking for our feathered friends."
| Kairen |
Kairen nods at Balin's conjecture, uneasy about the undersized tunnel.
"My only worry is splitting up the group. That's the absolute fastest way to get someone killed. Exploring the gloom together sounds better than sending one into the tunnel alone."
Glancing about the hallway, Kairen scans the area for a lit torch to carry.
| Zazou Elfear |
Zazou fears not darkness and Zazou see in dark. Zazou will not die you see! with that the Goblin scuttles off into the tunnel on his own not making a noise.
Move into tunnel stealthily and with eyes an ears open
Stealth 1d20 + 13 ⇒ (12) + 13 = 25
Perception 1d20 + 10 ⇒ (10) + 10 = 20
| GM Zed |
| Kairen |
"so it leads to a cliff face then? no real net gain or loss for that knowledge, I suppose. Let's check the other direction down this corridor now. Best to go as far as we can without opening any more doors and freeing any more undesirables for the moment. Once we have a more thorough layout, we can decide whether it's worth opening more doors, or if it's best to leave them be."
| GM Zed |
Striding forth into the gloom, the group move northwards along a generally unremarkable corridor until you arrive at a junction…the corridor descends down steps (for around ten feet) before splitting to the East (descending down a further set of steps and finishing at a pair of ornate doors) or continuing to the North (reascending a short staircase and, after around thirty feet, bending to the East).
Balin Katona
|
From near the rear of the group, Balin taps the end of his cane against the floor and motions ahead, sending his silent guarding in gliding pace past the others and to the ornate doors. The shield-bearing guardian swiftly draws his scimitar as he moves, turning his masked visage towards Kairen briefly, before coming to stand just a step away.
"This looks promising," Balin notes, stepping closer as he adjusts his glasses, squinting at the door to see if any meaning can be derived from the decorations on its surface.
| GM Zed |
The decoration on the doors is largely abstract although several runes are repeatedly represented on both doors...these are similar to runes you have seen in decoration in other rooms of the Ossuary.
Zazou: Perception 1d20 + 10 ⇒ (1) + 10 = 11
Listening at the doors, Zazou can hear nothing beyond them...
| GM Zed |
Pushing the door open slightly reveals nought by silence and darkness...if this room was ever occupied, it was many ages ago. So, you step through....
As the doors swing open, your light sources struggle to illuminate a vast room...
The ceiling of the cavernous chamber looms some fifty feet above you, forming an architectural wonder unsupported by any visible columns or buttresses. Thirty feet above you, spanning from South to North and disappearing into the gloom, is a wide stone bridge.
You are stood at the Western Entrance to an amphitheatre comprised of a central area (some ten feet below you) surrounded by tiered steps rising from the floor of the chamber. The wide 'platform' at the top of the steps, that you are currently stood upon, encircles the room at this level. Directly opposite you, another pair of heavy wooden doors lead from this chamber (to the east).
The bridge above you has no obvious connection to the level of the chamber that you are stood in.
The only other significant feature of this room, upon first viewing, are the eight larger than life statues standing, evenly spaced around the room's circumference; seven carved from white stone, and the eighth from a granite like black material.
| Kairen |
"Well, this is...interesting," Kairen muses, scanning the high ceiling and the grandeur of the room.
"Didn't think the dead were fond of gatherings in such large halls..."
He then begins to follow the platform around the edge, examining statues as he passes by them.
| GM Zed |
Taking in the grandeur of the room, you are able to further notice that the seven statues carved from white stone would appear to be made of very fine marble. Each statue portrays a different figure, though they are all exquisitely detailed and all display an imperious manner. The various statues depict:
A tall man with gems set in his forehead, wielding a flaming glaive
A beautiful woman with wild hair, holding a ranseur
A voluptuous nude woman wielding a two-headed guisarme
A short, smiling man, holding a longspear
An obese man with rotting flesh, wielding a scythe
A handsome, bearded man in extravagant clothing, wielding a Lucerne hammer.
And, an imperious heavyset woman holding a mirror and a halberd.
It is a DC15 Knowledge (history) check to determine anything relevant about these statues - I don't think any of you are trained in the Knowledge (history) skill?
The eighth statue, in the south south-east corner of the room, is actually carved from dark diorite and is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its' arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; it's hands are empty, but thornless roses twine up both arms.
It is a DC20 Knowledge (religion) check to determine anything relevant about this eighth statue - Balin can have a +2 bonus to his check
Current Map showing your position in the Grand Hall is Here
| GM Zed |
Perception: Balin 1d20 + 3 ⇒ (19) + 3 = 22
Perception: Kairen 1d20 + 5 ⇒ (8) + 5 = 13
Perception: Zazou 1d20 + 8 ⇒ (15) + 8 = 23 (only +8 as the check is not for something audible - also, taking 10 doesn't make DC)
Perception: Olwyn 1d20 + 1 ⇒ (8) + 1 = 9
| GM Zed |
The statues clearly represent the Runelords of Ancient Thasslion:
- The tall man with the flaming glaive is Karzoug, Runelord of Greed
- The wild haired woman with the ranseur is Alaznist, Runelord of Wrath
- The nude woman with the two-headed guisarme is Sorshen, Runelord of Lust
- The short man with the spear is Krune, Runelord of Sloth
- The scythe wielding obese man is Zutha, Runelord of Gluttony
- The man with the lucerne hammer is Xandergul, Runelord of Pride
- The woman with the mirror and halberd is Belimarius, Runelord of Envy
The statues themselves are in a perfect state of repair, as if they had been carved and polished mere days ago.
Balin Katona
|
Stepping into the cathedralesque chamber, Balin tilts his head upward to stare at the distant ceiling. As he walks, the head of his cane marks a steady rhythm between footfalls. Behind him, Balin's companion glides with fluid grace at his heels, chain armor ever so subtly clinking as he moves. Pausing near the middle of the chamber, Balin looks around from one statue to the next, a single brow raised. After a moment, he pushes his glasses up the bridge of his nose and looks back to the others.
"Fascinating," he remarks, though there's a long enough pause to make it uncertain just what it is he finds fascinating. "This structure is thousands of years old," Balin asserts with confidence, "and yet these statues look as new as the day they were fashioned." Walking back to Balin and the others, Balin motions to the black statue.
"This one, however..." his brows furrow subtly, and he says nothing. "We should do a thorough search of the room, but let's not touch anything just yet." Then, turning his back to the others, Balin speaks the same incantation as he had times before, causing his eyes to briefly illuminate as he scans the chamber.
____________
First up:
Knowledge (religion): 1d20 + 9 ⇒ (1) + 9 = 10 nnnnope.
Then, Balin is casting detect magic and scanning the room.
| GM Zed |
Footsteps from Balin and his companion echo around the chamber as he moves to the central amphitheatre position.
You also detect Magical Auras emanating from each of the other statues...there are faint auras around the white statues...and with a few minutes of inspection (from distance), you are able to confirm that the magical effect is from the 'Evocation' school of magic.
| Kairen |
"Strange indeed," Kairen muses, stroking his chin.
"If memory serves, no one's been in here for some time since the disturbances. How can these statues be so immaculate, even free of dust, down here with no one to clean them? Magic? They don't look like any kind of special material for the most part--just good quality marble."
| GM Zed |
Whilst Balin assesses the situation from his position centrally within the amphitheatre, the little goblin scurries around the room - carrying out his own investigations.
You also detect Magical Auras emanating from each of the other statues...there are faint auras around the white statues...and with a few minutes of inspection (from distance), you are able to confirm that the magical effect is from the 'Evocation' school of magic.
Taking a little more time to examine each of the statues, you also see little rails that, just maybe, might allow the statues to be moved
| Kairen |
"Moved, you say?" Kairen looks more closely at his statue for a moment, then moves to regroup with Zazou, following the goblin's direction and examining the statue's base.
"Ha! by the light you're right! Perhaps they're meant to cover trap doors or the like. Let's find out, shall we?"
After checking to see which direction the statue might slide, Kairen finds the best spot to stand, and attempts to push it along the rails.
STR check, just in case it's needed: 1d20 + 3 ⇒ (1) + 3 = 4 Wow. Or just...nevermind then. Dice wanna make a fool of me tonight I guess...
| GM Zed |
You didn't specify which statue you were attempting to move so I will determine randomly, (1 = north, east of the Bridge then ascending Clockwise: 1d8 ⇒ 6, statue directly south of the double doors through which you entered the room)
Perception check prior to moving statue.
Zazou Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Kairen, Perception: 1d20 + 5 ⇒ (12) + 5 = 17
As Kairen braces himself against the statue, streams of lightning snake around his hands and wrists delivering a vicious jolt of electricity, (2d6 ⇒ (5, 5) = 10, damage - DC12 Reflex for half damage).
As the statue slides easily out of the way, (fortunately not requiring a STR check after Kairen's display), it reveals a cobweb covered door.
| Kairen |
Holy crap, coulda just left a "do not touch" sign, man! ouch!
reflex: 1d20 + 2 ⇒ (7) + 2 = 9
"AAAUGH!"
The jolt of lightning scatters Kairen's senses and very nearly throws him backwards from the pain, leaving him shaking the blinding lights out of his head and grimacing as his nerves frantically attempt to calm themselves.
"That...was...painful..."
Balin Katona
|
"That explains the auras," Balin notes studiously as he approaches Kairen's still-crackling form. "My apologies for not calling it out sooner, but I wasn't sure what effect they represented... entirely." Moving over to Kairen's side, Balin lays a hand on his shoulder and chants in a sibilant whisper, "मी या मनुष्याच्या जखमा बंद, अनेक गुप्त धनी आपले ज्ञान विनंती." A warm radiance spreads from Balin's hand and into Kairen, easing his pain and mending the blisters where lightning struck.
Lifting his hand away, Balin looks to the cobweb covered door. "When then, before we check the other statues, perhaps Zazou would like to investigate?" Balin motions to the door, while his bodyguard quietly approaches.
_______________
| GM Zed |
Opening the door cautiously, your light illuminates a corridor of approximately thirty feet, alcoves to the north and south are in shadow...stepping out of one of the farthest alcoves, a skeletal figure...equipped with dull tarnished armour and a polearm of some form....turning it's head towards you, piercing blue eyes from within the deathless eye sockets register your presence...your latest adversary starts to slowly march towards you...polearm outstreched.
Initiative for Party and Enemy
Zazou Initiative Roll: 1d20 + 7 ⇒ (14) + 7 = 21
Kairen Initiative Roll: 1d20 + 4 ⇒ (14) + 4 = 18
Balin Initiative Roll: 1d20 + 5 ⇒ (15) + 5 = 20
Balin's Companion Initiative Roll: 1d20 + 6 ⇒ (6) + 6 = 12
Olwyn (DMPC) Initiative Roll: 1d20 + 7 ⇒ (7) + 7 = 14
Skeleton Initiative Roll: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative Order
Zazou, Balin, Kairen, Balin's Companion, Olwyn
then Skeleton
Don't worry about exact initiative order, those characters with a higher initiative (e.g. Everyone) than the Skeleton can post now, then I'll post for the Skeleton
| Kairen |
Spotting the bony warrior walking towards them with weapon raised, Kairen answers in kind, drawing his longsword and stepping in front of the group, waiting to see if any hidden threats emerge from the alcoves.
| GM Zed |
Nothing else moves as Kairen enters the corridor...it appears that the skeleton is the sole occupant of this area. The armoured skeleton marches down the corridor towards Kairen, weapon outstretched; stopping five feet short of the paladin, it tentatively stabs at Kairen.
1d20 + 7 ⇒ (4) + 7 = 11, missing
Am treating Balin and Balin's companion as delaying...the confines of the corridor don't really allow multiple people to move into attack anyway
Balin Katona
|
Seeing the approaching undead, Balin hesitates on watching it approach and take a stab at Kairen. Seeing that it may actually pose a threat, the dhampir reaches for the wooden mask symbol tucked at his throat and clutches it in one hand, raising it aloft slowly.
"Lost soul, hold yourself fast and submit to the end!" Kairen's voice finds strength in it as he channels his will outward in a chilling wave that washes over Kairen and Zazou.
__________
Balin:
Standard Action Command Undead (Will DC 12 to resist)
If successful Balin is commanding the skeleton to stand still while Kairen and Zazou smash it to pieces.
Balin's Companion
Standard Action: Ready Action (Melee Attack) on any enemy moving within reach.