Amelie Tucker |
"When I can't make a decision PaPa always told me to just flip a coin! Heads we go west, tails we go south." She digs through her pack and pulls out a gold piece before flipping it in the air and catching it.
Heads is 1: 1d2 ⇒ 1
"I saw we go west then! Hard to argue with a coin!"
Lyteonira Ceilidh |
Before we head west one last look at this statue. Feather with an eye? Peacock feather? Where is the eye looking?
"Is that Sheen marking some kind of poison? Does the statue rotate anywhere and does that feather fan out to show more feathers?" Lyteonira is not keen to manhandle the statue with her small size but is reluctant to give up on this room just yet
perception on the sheen: 1d20 + 4 ⇒ (16) + 4 = 20
Kayde Morson |
Neither I nor Kayde have any ideas for trying to figure out the East room. But I'm happy to let others work at it if they want to.
Kayde stands in the main room, lounging on his spear as he waits for the eastern investigations to finish and the western door-work to commence.
Thessaly |
Thessaly looks over the western door for traps before testing it.
Perceive: 1d20 + 10 ⇒ (10) + 10 = 20 +1 vs traps
If it looks safe, she grips her glaive and tries the western door.
GM Andrew |
I'm back!
@Lyteonira The statue doesn't seem to be coated in poison. Moreso, it looks like the statue has probably had an old coating of some sort of dye or paint that makes it look that way.
@Thessaly You do not see any traps on the door, but it has the exact same kind of seal as the last. Will need another Disable Device to open.
GM Andrew |
Thessaly gets the magic sealed disrupted on the first try, letting the party enter the room to the west.
Inside the room on the west...
A strange statue of a half-snake, half-human creature stands in a wide alcove to the south of two large stone doors. Comprising the lower body of a coiling serpent and the upper torso of a human woman, the statue has six wings and a disk containing a seven-pointed star in place of its head. Its crossed arms hold a quill and whip, and the entire statue is covered in verdigris. The faint outline of strange runes can be made out beneath the patina coating the statue.
The quill in her hand is actually a real feather and not part of the statue. There's stone doors on the opposite side of the room from where you enter. They are actual doors this time instead of a wall.
Reducing DC on this due to later seasons, so anyone can potentially make this knowledge check...
Kayde Morson |
Kayde peers past the group into the room, taking in the statue.
Perception (any threats/hidden doodads?): 1d20 + 2 ⇒ (4) + 2 = 6
Know (religion), untrained: 1d20 - 2 ⇒ (16) - 2 = 14
"I actually heard of this one," he remarks happily, "Lissala, I think. Goddess of runes, fate, and ... uh ... reward of service." He shrugs, "I think. The guy at the bar was pretty drunk when he was talkin' about it."
Malakiah Uzamar |
Inside the room on the west...
knowledge (religion): 1d20 + 8 ⇒ (1) + 8 = 9 - man...
Malakiah was unable to discern the figure stamped at the statue, and he agree with Kayde with a nod. "Well pointed, mr. Morson."
Before crossing any other door, the wizard will look for any hidden surprises in that room.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
I'm back, guys. :)
GM Andrew |
The quill detects as magic, and the entire statue also emanates as magic (7 separate auras). From this, you can determine that the quill is probably a magic item (1 aura) on its own and the statue has 6 auras.
For those with Detect Magic.
If you want to further investigate the quill's properties (with Spellcraft), you'd have to handle it.
Statue Auras
Kayde Morson |
Assuming the crew follows Maulaxe in...
Kayde follows along, nodding dumbly at yet another strange room. "Big fan of statues 'round here, ain't they?" He frowns, not willing to get too close to the weird construction, "Really weird ones."
Malakiah Uzamar |
knowledge (arcana) for quill: 1d20 + 8 ⇒ (17) + 8 = 25
@GM Andrew, may I take '10 on the other checks?
Malakiah Uzamar |
"Interesting", he murmurs, "the quill emanates a strong aura of Conjuration", he gets more close to the statue.
"And the statue has another six faint auras: evocation, divination, enchantment, abjuration, necromancy and transmutation", the wizard stares the statue.
"I could investigate better the quill if I can handle it, but I'm afraid that if the quill is removed, we could activate a trap. Can somebody check it?", Malakiah looks to the others, specially to Thessaly.
Thessaly |
"Hang up!" Thessaly barks, raising a fist to indicate nobody else should follow her in. "Balls. Alright, got to try and fix this mess... The rest of you should pull back."
With the room cleared, Thessaly again sets down her glaive, retrieves her tools, and starts on the trap.
No Guidance, it looks like, in our party. Alas
Disable Device: 1d20 + 8 ⇒ (17) + 8 = 25
...at some point my dice are going to turn, but I'm glad it hasn't happened yet
GM Andrew |
Thessaly uses her masterwork thieves tools to attempt to disrupt the trap's aura. She is successful as a few sparks fly from the statue, and the magical energies fade.
Upon another Detect Magic, all 6 auras of the statue are gone, and only the one aura from the quill remains.
Met the DC exactly!
There's nothing else in this room worthy of note. There's a set of doors to the west in this room, and of course the set of north doors in the room before.
Maulaxe, the Just |
Maulaxe grunts, the magical aura stuff going a bit above his head, he'll give the doors on this side a quick tug, assuming they'll be false like the others.
GM Andrew |
Maulaxe gives the next door a tug, and to his surprise, it's actually an unlocked door!
You see a long corridor here looks like it branches out in many directions. To the south, there is a single stone door, and to the north across there is a long hallway with 3 doors on each side.
On the far side of the hallway from where you are standing, it looks like it splits to the north and south.
Seems to be pretty nondescript hallways.
Thessaly |
Thess edges forth to towards the stone door, checking for pressure plates on the floors before she steps, and so forth. On reaching the door, she tries to listen at it.
Perception for traps before she starts moving: 1d20 + 11 ⇒ (3) + 11 = 14 Ah, there's the low roll again. :)
Perception at door for noises?: 1d20 + 10 ⇒ (19) + 10 = 29
Malakiah Uzamar |
spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
"Thank you, Thessaly", the wizard thanked her.
Malakiah uses his dancing lights to illuminate the corridor beyond the door that Malauxe opened.
"Which way now? North or south?"
Kayde Morson |
"Now we're gettin' somewhere," Kayde grunts as he follows Thessaly into the hallway. He takes a look north, then at the door. Then he shrugs, "Let's let Thess have a crack at that door. I don't like havin' unknowns at my back."
Lyteonira Ceilidh |
Lyteonira checks her stones are still charged with detect magic (and recharges them with her wand if not) She takes a look around: 1d20 + 4 ⇒ (10) + 4 = 14 (perception) takes a swig of her wine skin and asks "Anyone hear anything"
Thessaly |
Thessaly, ear pressed to the southern door, nods at Lyteonira's question and points wordlessly at the door she stands in front of. She takes a step backward, holding up her glaive to indicate she shouldn't be the first person through the door, and gestures whoever would like to get badassery street cred and boasting rights back at the Grand Lodge to be the person to actually open the door.
GM Andrew |
Biers of solid gold encrusted with glittering gems lie against the walls of this chamber. Golden candelabras stand nearby, empty of candles, and the walls depict a glorious afterlife filled with riches and luxury, painted in bright pigments and gold leaf.
Malakiah Uzamar |
Malakiah enters in the room with his wand of magic missile in hands waiting for a combat, then he took a look around...
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
"Hmmm..." he stops for awhile... "What is the problem with this chamber, Thessaly? What did you heard?"
The wizard casts Detect Magic in the room, looking for magic spots.
Thessaly |
"Heard people moving around," Thessaly grunts sourly, squinting in.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
"--ha, and now I see 'em too!" she laughs. "Hello bird-men! You waitin' to cut down the first person in? I see you there with your daggers drawn, hiding either side of the door. Come on out and greet my glaive instead!" she taunts them.
Amelie Tucker |
Sorry for the delay! Came back from my trip to find no internet at the house.
Amelie snaps out of her daydream and joins the others at the entrance to the now open room.
Perception: 1d20 - 2 ⇒ (3) - 2 = 1
"Bird men? Where, I don't see anything. Hey if someone's in there you better come out. We don't want to hurt you."
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
GM Andrew |
You hear a male Tengu voice whispering *Squawk* They know we're in here. What should we do?
Another female Tengu voice starts talking back Maybe we should talk to them?
Voice 1: Nothing in here has been nice so far. We should make a run for it.
Voice 2: But nothing in here has talked so far.
Voice 1: You think they can hear us?
Voice 2: *Squawk*
Amelie Tucker |
"Yes we can hear you! We're from the Pathfinder Society and we need to find out who's stealing corpses from this crypt. You wouldn't know anything about that would you..." Amelie grips her bow tightly just in case these are the culprits they are searching for.
GM Andrew |
Voice 2: See, they might not be so bad!
Voice 1: *Squawk* I'm gonna stay in here. You can talk to them if you want. I don't trust them.
One of the tengu retreats into the room.
Coming out of the room is a tengu wearing leather armor and dagger in hand. She begins speaking to the party. Hello! *Squawk* My name is Skezza. How did you get in here?
Maulaxe, the Just |
Maulaxe grumbles a bit "If we just got in, past an unpickable door, and another magically sealed one... How do you turkeys get in here?"
GM Andrew |
She scoffs at the remark about being "turkeys." We climbed the side of the cliff. If you head left out of this room, left at the turn, and keep going, you'll eventually find yourself at a cliff face opening. Don't think any of the Pharasmans know about it. I wouldn't recommend going that way if you find climbing challenging, though.
Didn't know there were magical seals and stuff in here. *Squawk* We didn't get very far before we were attacked by some weird creature that, strangely enough, was wearing oddly provocative clothing. We retreated to this room for safety, and I guess it stopped pursuit on us.