Tanna Giantsmite |
Tanna looks at her companions stating... "So we were sent here to investigate the entire place for a source of these strange goings on. We cant rightly investigate if we don't check all of our surroundings and all the levels, right?"
Diplomacy: 1d20 ⇒ 6
Tanna will investigate all of the statues, looking for anything of interest, then bring forth her rope and hook to see who is with her.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Valeros The Free |
"Society's paying the bills, I'm not super-keen on climbing but at the same time the path's been way too easy so far. If we climb down, nasty things that might be hiding down there will be an easier fight now while we're reasonably fresh, versus any time we have to spend getting down there?"
Valeros is definitely on board for Plan Climb Down.
GM Andrew |
Alright, the party climbs down
FYI, the walkway above is just that... a walkway. You can walk underneath it.
Tanna starts investigating the statues, but doesn't really see anything remarkable about the one that looks like Pharasma. Anyone else looking at one of them? Nothing has jumped out at you... yet.
Tyranius Stormbringer |
Tyranius shrugs and turns back around. Whatever is down here will feel Gozreh's wrath.
He looks around the room as he waits for his turn to climb down the rope.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Knowledge Religion: 1d20 + 4 ⇒ (14) + 4 = 18
He pays little mind to the statues, taking the human dwarf womans word that it deals with Nethys.
Laeowynne Faelandalan |
Laeowynne will descend with the others and then take some time examining the statues for academic reasons. He wills tart with the statue of Pharasma...
Laeowynne Faelandalan |
"Well this is interesting...it appears there is a hidden door behind this statue...here let me ...oof....move ... it... actually one of you others may need to move it."
Valeros The Free |
"Don't know what you're doing up there, but please keep your invigoration off of me? That just sounds unsanitary."
The tone is still joking and light as the human fighter continues to clamber back up to help.
Tanna Giantsmite |
"Oi, I'll help mover 'er. If we all grab a'hold of me rope, I'm sure we can move 'er right easy."
Tanna hooks the statue with her grappling hook and starts backing off, holding the rope taught allowing others to grab on.
Once everyone is on, she will say, "Now on me mark, ready, steady, PULL!"
Tyranius Stormbringer |
Tyranius gives a hand with the statue as he places a hand on Velero's shoulder.
Str Aid Another: 1d20 ⇒ 11
GM Andrew |
Looks like Tanna is wrapping a rope around and pulling, and Valeros and Tyranius are just pulling it.
As you touch the statue of Pharasma, you actually feel a nice tingle.
You are under the benefit of the Aid spell, that will last for some amount of time.
Tyranius Temporary Hit Points: 1d8 + 10 ⇒ (7) + 10 = 17
Valeros Temporary Hit Points: 1d8 + 10 ⇒ (7) + 10 = 17
+1 morale bonus to attack rolls and saves vs. fear.
GM Andrew |
The crew is able to move the statue out of the way to the secret door. It opens easily!
You see behind what looks to be a crypt room. There are 3 depressions in the wall that hold long decayed bodies.
Each body has a silver holy symbol of Pharasma, and you see four more scattered around the floor of the hall.
On searching the room
Laeowynne Faelandalan |
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
"look at this... preserved bone wrapped in funerary wrappings... look to be in good shape....oh look a secret door here to the south..how odd..."
Valeros The Free |
Yes, Valeros will move to help with the statue in whatever means required.
The mercenary boggles a bit as he starts feeling *really freaking awesome*.
"On second thought, getting your invigoration on me felt pretty darn good, apparently. Also, watch the bodies, make sure they're all dead-dead, right?"
Tanna Giantsmite |
Tanna looks around for any rubbish large enough to cast her light orison on, then casts light on it and drops it down the shaft to see if she can gauge the depth of the hole and see if there is any things down there.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
I understand that this will extinguish the light from her buckler
Depending on what she finds out, she will re-illuminate her buckler as soon as she can.
Creat the Cheat |
Move moving and looking. He still has a torch.
perception (+1 more for traps): 1d20 + 5 ⇒ (20) + 5 = 25
GM Andrew |
Creat scouts ahead.
Gonna reveal the next room but give Creat the description for now. Will repost once others walk up... but this was a good time to scout. :p
In the next room, you see...
Repeated lines of footprints mark the dust on the floor of this crypt, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen. At the far end of the chamber, a gate apparently crafted of bleached bone blocks an exit out of the tomb. You came in from the opposite end of "what was intended," so you are at the gate of bleached bone.
Inside, you see 4 skeletons residing in some of alcoves, seemingly just waiting there for something to happen. They do not move right now.
You also see a trap on the bone gate! It seems to be mechanical in nature, and it looks like bypassing the trap would also open the gate.
Creat the Cheat |
Creat shoos everyone back around the corner and describes the spoiler scene.
"I'm going to try my luck on the gate. You all get ready to move when I get it open. Wish me luck."
He waits a moment for someone to wish him luck or better still--cast guidance on him, then he rounds the corner and sets to work. ;)
disable device: 1d20 + 10 ⇒ (10) + 10 = 20
GM Andrew |
Reposting the spoiler here.
In the next room...
Repeated lines of footprints mark the dust on the floor of this crypt, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen. At the far end of the chamber, a gate apparently crafted of bleached bone blocks an exit out of the tomb. You came in from the opposite end of "what was intended," so you are at the gate of bleached bone.
Inside, you see 4 skeletons residing in some of alcoves, seemingly just waiting there for something to happen. They do not move right now.
Creat also spotted a trap on the bone gate, and disabling the trap is connected to opening the gate. The trap looks like pieces of bone would start sharding off and pierce you.
Creat successfully disables the trap, and the gate is now unlocked, but not open. The skeletons remain standing there, still waiting.
Creat the Cheat |
Weird naming convention but that's gnomes for you. He probably has a sister named Rae too.
Creat addresses the party about the contents of the next room. He finishes with "There really isn't enough places to stab on a skeleton." he says looking down at his rapier. "So maybe someone else should go first. Oh and we probably want to be quiet about this. They're probably guarding something."
Tyranius Stormbringer |
Enough of this sneaking about. Do not be afraid in there. Tyranius looks back at Valeros. You get in there first. I will watch make sure you see no harm.
Creat the Cheat |
I'm for open the gate, rush in, and silence the dead quickly. If folks want to fire through it first that's fine but we don't want to make our own choke point. Creat readies to open it the moment someone moves to go through. He however hunches up preparing for the huge explosion of bone, brick and light that will be unleashed by Ray's spell.
Creat opens one eye and then the other. He closes his mouth, pulls his fingers out of his ears and then looks around. He looks down at Ray. "So er, Ray was that it? 'Pew'?"
Ray Hogan |
Ray shrugs, and grins. "Well, what do you got?"
Ray takes another shot at the same skeleton to see if he can destroy it.
Ranged Touch Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 ⇒ 5
GM Andrew |
One down. If you want to just keep shooting, you can take them all down. I'll just assume you do that. They are not smart enough to open the gate and can't really do anything about it.
It's the advantage from "coming in the back door." :)
Upon entering the room, there's a lot of bones kept here. The alcoves seem to contain what used to be skeletons (more than what the party just killed). As you approach the end of the room, you catch a whiff of alchemical ingredients that only grows stronger as you head to the end of the room. You find yet another secret door, but this time it is clearly visible as you are approaching from the not-so-secret side.
No treasure in this room.