
Klodd Rockhopper |

"Who are you talking to elf"? "Have you gone blind or batty"?
Klodd continues to look around the room.
1d20 + 5 ⇒ (8) + 5 = 13 Perception (+ Dwarf bonus if stone)

Irathes |

My bad, just now caught that only Erynion heard it. Not painfully obvious...
"We're in a tower overwhelmed with magic, master dwarf," Irathes says calmly, "It's entirely possible he hears a voice that we don't."
Irathes, understanding that this voice is probably an old magic, tries to remember what kind of magic can do this.
Knowledge (Arcana): 1d20 + 7 ⇒ (19) + 7 = 26

Erynion Orvir |

"Hmm? Were you unable to hear that?"
Erynion looks confusedly at Irathes and Klodd as they discuss. Then, realization dawns and he looks at their ears forlornly.
"Oh...oh yes. I am truly sorry, sometimes I forget that...other races are so deaf. There weren't many where I come from and I've only been among you for a scant 3 or 4 decades. The world truly is full of such fascinating wonders.

Adonnenniel Orvir |

Out of character this seems like it could be a haunt. I have found a lot of GMs treat haunts differently. As such, let me ask a few questions. 1 Can we assume that our characters understand what a haunt is and how they tend to work (ie can be suppressed by positive energy, needs to have a certain condition filled in order to destroy it, etc...) 2 Is there a way our characters can identify that an area is haunted, such as a tell (temperature drop, hairs on back of neck standing up, etc...), or maybe a skill check such as knowledge religion, or maybe a spell like detect undead? 3 After the haunt triggers can we attempt to communicate with the spirit, perhaps by "rapping"?
Forgive me any faults of this post as I am 3/4th dead in my Origins hotel trying to have thinky thoughts think thinkily.

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I understand Adonnenniel, I just ran a 4 tables conseutive game run of thornkeep on Sunday and the results were horrific.
For me once Knowledge checks are done, characters are assumed to know he creature types and how to deal with it. Also this isn't a haunt.
I also give tells such as instincts telling a character something is wrong or make a few rolls for the PCs involved to feel somthing is wrong.
I just haven't had the chance yet.
Hopefully now that have more time, I can devote more to this thread.
This time it is Telthes who hears that voice.
"Won't you sit down? The chair is truly inviting." The voice entreats with a tone that tears at one's heart. Full of longing and something else.
Will Save DC 14
There is a whispering of words somewhere in the room.
A Spellcraft check would be needed to know what's going on.
There! Somewhere in the rafters on the Iron Maiden or above is something

Klodd Rockhopper |

Posting will probably be spotty this week, as I'm on a business trip, and my hotel internet is glacial.
1d20 + 5 ⇒ (13) + 5 = 18 perception

Adonnenniel Orvir |

Adonnenniel points her sword up at the rafters above the Iron Maiden and shouts, "I see you up there! Come out now, or you'll regret it!" Her other hand crackles with energy. If that whatever it is decides to start a fight, she will make it sorry. And doubly so for whatever it tried to do to Erynion.

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A Raven shimmers into view, its aura wrapped up around itself visible only to those with the sight to discern it.
Opening its beak, its words are incredibly eloquent and while its eyes Adonnenniel warily, it makes no other hostile actions.
“Greetings, fine citizens of our glorious empire! So good to have visitors, though I fear I have no refreshments to offer.
I assume you are here for the treasure. Well, I’d be happy to assist, provided that you give me what I require!
It has been so long since I was able to ply my trade.
I require only that each of you shed your life’s blood in this room—simply take a seat in one of my lovely chairs.”
Staying exactly where it is, it cocks its head.
"Surely such distinguished guests like yourselves need not resrot to such barbaric displays?"

Adonnenniel Orvir |

Adonnenniel relaxes, but only slightly, giving the raven her own look of suspicion.
"You are mistaken, friend. We came not for treasure, although we would be glad to have any if you mean to give it. However, we are here to investigate. Perhaps you were unaware, but today this great tower collapsed. We discovered some kolbolds at the scene. We have reason to believe they are working in tandem with a local wizard. We came down here to find evidence concerning what happened. Do you know anything?"

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"Collapsed? Well the tower has being quite old for some time and would you please put that away? It's quite disconcerting." refering to the crossbow being levelled at its eye.
"It's really being a long time since I have had visitors here give or take the occassional rat that does managed to get in. Quite resourceful fellas really."
"Shedding a little blood, that is all I asked. I didn't ask for your life now did I? You do call yourselves adventurers right?" in response to Telthes as it hops gracefully from its current perch to another.
"Kobolds? Nope never seen them here." The raven jumps from conversation to another conversation without pause and all this time it keeps its eyes on all of you especially Irates.

Adonnenniel Orvir |

"So, you haven't seen anyone here," Adonnenniel begins, suddenly remembering that many wizards keep a talking raven as a pet, "but you will help us find 'the treasure' if we offer you a little bit of blood?"
Sense Motive: 1d20 + 7 ⇒ (6) + 7 = 13
"Does this ritual power some evil deity or something?"
Sense Motive: 1d20 + 7 ⇒ (8) + 7 = 15
Adonnenniel says a quick prayer, hoping to receive a moment of insight to prevent her from doing this if it would anger her patroness.
If she is not given a reason not to accept the raven's offer, she turns to the others, "Maybe we should. We can do it one at a time, a little cut to each of us, and after word I can..." Adonnenniel trails off, looking back at the raven before whispering the elvish word for "channel".

Irathes |

Irathes lowers the crossbow, still distrusting of the raven, but understanding they won't get much out of it if it's scared.
"You may not realize in the dark, but my blood is in short supply," Irathes says pulling his robes tight so the bird can see how thin he is. "Are we talking a prick of the finger or a pint?"

Irathes |

"Calm yourself master dwarf," Irathes says with an eerie calm, "Please excuse my friend, he doesn't understand that sometimes magic requires an uncomfortable price...which brings me to my next question: For what do you need our blood?"

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Internet back! Router had a cup of coffee.
The Raven looks startled at Klodd's suggestion as he puffs itself up.
Irathes question though brings a gleam in its eyes as it croaks.
"For your blood, pint or pound or drop. It matters not. Just sti in that chair and let us see what answers you may thus glean."
Adonnenniel begins to think that perhaps this Raven is a little too intelligent to be some mere pet nor should it be living this long even though the deed it requests does power some rituals, the whole setup is wrong for it.

Klodd Rockhopper |

"OK". "Here's the deal". "We don't know anything about you or that chair, so here's how it goes". "One of us will hold you with a knife to your neck". "If nothing untoward happens, we let you go, and you get your drop of blood". "If we're endangered in any way, then you pay for it with your life". "How does that sound"?
"And since it's my idea, I guess I'll be the guinea pig to sit in the chair". "Who wants to hold chatterbox"?

Adonnenniel Orvir |

Adonnenniel approaches the chair, but makes no move toward the bird. She looks the chair over carefully looking to see if she can determine what the chair is meant to do, and what is wrong with it.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
And since she's looking at it anyway, she decides to see if she can tell how much pain it would cause one to sit in it.
Heal: 1d20 + 7 ⇒ (10) + 7 = 17
As long as she judges the chair to be safe (she expects it to hurt someone, but not to knock someone out cold, or kill them outright), she beckons to Klodd and says:
"Don't worry, I'll stay right here just in case anything should go wrong"

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The Raven blnks.
Then blinks again
"That won't be necessary emmm good dwarf. I'm sure that capable souls such as yourself would find no problem with sitting in the chair....."
A close examination of the chair reveals it to have spikes meant to draw blood and funnel it down to a rusted basin. If one were to sit down carefully, one would not have to take too much damage. 1 hp dmg
The raven on seeing so many eyes narrowed at it, shuffles nervously to the ceiling, hugging as much meagre cover as it can as it speaks.

Adonnenniel Orvir |

"Well, what say you, Master Rockhopper? It seems our feathered friend is too skittish to play the part of hostage. Shall we take the risk? As far as I can tell a fastidious sacrifice would would hardly be worse for the wear, and I should be willing to stay by your side should anything go amiss. Or, if you, good Erynion, would extend me the same offer, I shall sacrifice myself. Otherwise, let us commit whatever sort of violence we intend against this crow, and be off. We have enough dungeon to explore that I do not see a need to extend our time by way of excessive deliberation."
And all this talk of sitting is making my legs tired.

Klodd Rockhopper |

Klodd looks at the crow with a malevolent glare. "Well I can't let no fragile elf take the risk". "They'd probably bleed to death, or catch an infection from the spike". "But ware". "If it's beyond what you say, and I live, you won't". "And if I die, I promise I'll haunt you till the day you die".
Klodd approaches the chair, and carefully sits down.

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The spikes jab into Klodd's behind rather unkindly and painfully as the Raven gives a whoop and proclaims:
"Finally! Some fool has released me and allowed me to go home!!! For your kindness and entertainment, I'll give you this. “Good Baron Sarvo
wills it”. That is a pass phrase used in one of the chambers used within this tower and though a lot of the magiks used have faded, I'll caution you to beware."
WIth a hop and a swagger, a portal opens an the Raven, now revealed to be resident of the lower hells, an Imp. Impishly waving good bye to all of you, he does leave behind 3 potions lablled 'Healing potions'.

Irathes |

"Erynion, perhaps you'll want to give our good sport the dwarf one of those potions. I'm sure the chair didn't hurt too bad, but it might have put him at a disadvantage," Irathes says trying to hide his disappointment that no one died in all that. He helps the dwarf carefully out of the chair.
After he's sure the Rockhopper is stable on his feet, the young gravewalker detects any magic present on the door to the north. S

Adonnenniel Orvir |

"He did end up giving us an important clue, although I can't help but wonder if we did the right thing letting him loose in the world. Who knows what he'll demand someone sit on next!"
After her retort, Adonnenniel helps to search what is left of the room.
Perception aiding Erynion: 1d20 + 5 ⇒ (6) + 5 = 11
Upon hearing Irathes suggestion, Adonnenniel adds "Such care might not be necessary, and that fellow did prove to be trustworthy, but it might be a good habit to double check the potions are what we think before administering them to anyone."

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Erynion finds that the potions seems harmless enough and that the Raven may have being speaking the truth.
Searching around the room yields nothing more than a bronze plaque displaying the Canteclure family crest and motto. It’s an unwieldy item, about 2-1/2 feet in diameter and weighing 50 pounds, but is worth 100 gp as a historical curiosity to anyone interested in Belhaim’s history. It could be worth more but it'll take a master appraiser to determine its actual value.

Adonnenniel Orvir |

Adonnenniel sighs. "After all that trouble, it's just a dead end. I suppose we'll never know what those chains are for."
Disappointment is drawn on Adonnenniel's face at the existence of a curiosity she can no longer investigate. A feeling she had once come to accept as a fact of life, but had not felt since she left home. For a moment she wishes to be back home. If she should have its disappointments, why not have its comforts?
But then she brightens. "However, perhaps all is not lost. I believe there were some other opportunities to explore back the way we came?"

Klodd Rockhopper |

"Just like an elf". "Dwarves do all the work, and Elves take the spoils". "That's OK though". "You are known for your 'frail' constitutions".
With a not ad Adonnenniel Klodd heads back the other way.

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I'm assuming someone else beside Adonnenniel, aids Erynion in his perception check to allow you all to find a secret door. The DC is kinda high.
Searching high and low in the room reveals a rather ingenious device, a false wall embedded into the wall hiding a well made door from prying eyes. The workmanship for this door is rther high and is ancient to Erynion's keen eyes as he examines it. There doesn't seem to be a key to operate it and he finds that it takes the slightest of pushes to have the false wall slide up. A simple pull brings it down.
The door itself is made of wood though carved with runes throughout its frame. A silver latch holds it in place and carved into its metal are images of riders.

Adonnenniel Orvir |

So, I have kinda been waiting to see another aid on the perception check before going ahead, but I guess I should just go on without it?
Upon finding the door Adonnenniel wastes no time seeing where this new path leads.

Klodd Rockhopper |

"Hold on a minute there missy". "If this wizard took the trouble to hide this door, he might have trapped it as well".
1d20 + 4 ⇒ (13) + 4 = 17 Perception.

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Klodd leads the way after examining the door and finding it safe for passage.
The passage way is dusty and smells faintily of midlew. Fortunately it seem unremarkable by itself. Until you make a turn further down......
The floor drops away here as the corridor turns east, though a seven-inch-wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge.

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Irathes finds no magic. None at all. Compared to their previous locaiton where even a faint form of ambient magic remains, here lies nothing.
I Don't mind Irathes. Thanks.

Adonnenniel Orvir |

Adonnenniel ventures once more toward the putrid water to study how unhealthy just wading through it would be.
Heal check: 1d20 + 7 ⇒ (6) + 7 = 13
"We should press on, but I am concerned my restrictive armor will make it difficult for me to stay on the straight and narrow."
Is this a situation we can take ten in?

Klodd Rockhopper |

"I'll go across first with a rope, and we can stretch it out for a handrail". "Whoever else is good at balancing can take the other end". "Or maybe there's somewhere to tie it off on this end".
1d20 + 4 ⇒ (19) + 4 = 23 Perception...looking for a tie off.
Balance: Take 10 for a 19 if possible if not, tie a rope to me and...
1d20 + 9 ⇒ (9) + 9 = 18 Acrobatics.

Irathes |

"Good dwarf, Master Rockhopper." Irathes said, unsure of what to say in these situations. He remembers his father saying, "Good man," when people came up with good plans and took initiative, but this was clearly not a man, so he wasn't sure what to put there besides what he was. He hopes it didn't come out wrong, but also cares little.