Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
my only concern is that we don't know how this wizard will react if we get into a tough situation he attacked us and would have probably continue to attack as if we hadn't beaten her friend there
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
Listening to the discussion Elektra with a smile speaks up."I think if you need to discuss it, let us bring them back to basecamp, or even back to sandpoint. I think we have cleared the danger here, and all that is missing is some cleaning up. We can do that at our leisure. Also, I think Sheriff hemlock and a few other people deserve to know what was going on."
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
"Well, Shalelu, we found two lost souls, who could be... persuaded to abonden a lost cause. The woman is a sage of sorts with decent magical skills, and the man a men-at-arms, willing to prove his worth to sandpoint."
Elfish:
"I am not completly sure we can trust them, but... as desna says, everyone has a chance for a second chance!"
"It is a good thing I don't need actual sleep. I am guessing you are leaving me to watch these two while you finish eploring?" Shalelu sighs. "By the way, that was a very fine horse the Goblins were keeping."
You still need watches. May I suggest Garrath and Kelvin with Orik on first watch. Brandark and Shalelu on second. Elektra and Stone with Lyrie on third. Let me know if you would rather do something else.
I have you set up back at Dungeon Level Two, with Kelvin looking into Area E5. The area is very dark, so you will need a light source.
When you illuminate the area you notice that the southern wing of this L-shaped hallway ends at a pair of stone doors carved with the depictions of two skeletons reaching out to clutch a skull between them, while to the east the hallway narrows down to frame a circular carving of what seems to be an immense stack of tens of thousands of gold coins that rises from floor to ceiling.
Perception:1d20 + 9 ⇒ (20) + 9 = 29 Looking to left O9/10
Perception (traps):1d20 + 11 ⇒ (8) + 11 = 19 double door
Perception:1d20 + 9 ⇒ (10) + 9 = 19 double door
Kelvin steps into the room and looks to the left to see what the end of the pointed hall way looks like, then heads over to the double door. Checks it for traps and listens for anything beyond.
Kelvin doesn't detect a trap or hear anything beyond the double doors.
When Kelvin approaches what appears to be a stack of gold coins he notices that the edges of these coins are carved with tiny, spiky runes.
Upon further examination, he determines that there is an area beyond the stack of coins. He further determines that the stack of coins are not real, and likely an illusion. Then he finds something that had been eluding Nualia for weeks, just to the left of the stack of coins, and well hidden, so much so that typically only someone who knew it was there would know its existence, a tiny slot roughly the size of a coin.
Elektra confirms that the stack of coins is indeed an illusion and a powerful one at that, likely from a Permanent Illusion spell.
"Well, if it is coins they want, lets give them a couple." and he puts a copper piece in the slot, working up to silver, then gold piece if the previous coin doesn't do something.
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17
"Illusions lose a lot of its potency if you know that they are illusions! And, I am afraid I am close to do so, but not yet. And even if I know the spell to do so, I have a feeling my power will be not enough."
Nothing happens when Kelvin puts in a copper coin, the same with the silver coin, but when the gold coin is put into the slot, the pillar of coins begins to make a horrible grinding noise. Then ever so slowly, the column slides down to become flush with the floor.
Beyond is a large open area, three double doors, North, East and South can be seen.
The North Door is plain and made of stone. There is a door handle. Kelvin does not detect a trap. He hears someone talking in a strange language.
The East Door is also plain and made of stone. It too has a door handle. Kelvin does not detect a trap, nor hear anything beyond.
The South Door is made of stone but bears no handles. An indented outline of a seven-pointed star, its shape covered by hollows and slits, graces the spot where handles should be. Kelvin does not detect a trap. He doesn't hear anything beyond the door either.
"The question I'd like an answer to is, where does all the money put in the slot go to?" Garrath looks at the door, "Didn't we find a medallion like that?
Kelvin will look at the size of Brandark's Sihedron Medalion and notice that though it is the same type of star, the Medalion is larger in size than the indentions in the door.
@Garrath - There is not even a receptacle for the coins. It is as if the coin vanishes upon entering the slot.
When you go through the North door, you find a barren room that contains an upraised dais on which sits a marble throne. To either side stand statues of a man clutching a book and a glaive. A ghostly figure seems to be seated on the throne, an image of the same man who appears in the statues. He seems to be addressing an audience as he moves his hands about, his fngers decorated with hooked rings, but the words issuing from his phantom mouth are difcult to make out and in a strange language.
Thassilonian:
“…is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory be the last thing you…” The message pauses then repeats the same phrase over and over.