Dimitra |
Dimitra whispers back "I have never seen something like this, but I think she is honest"
Louder she says
"Walter, you have been looking hard at the wall, did you locate that secret door?"
Tyraneus |
This is most interesting. We should continue on with all due haste
Dimitra |
To Walter:
"Well, go ahead and open it, you big buffoon!"
To the strange Venture Captain:
"We will explore everything down there, is there anything you know about what we can meet there?"
Walter Vizard |
Bowing gallantly to Dimitra, Walter approaches the door.
Walter looks it over for a moment, before opening it.
perception: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
disable device: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
GM Derek W |
Yeah, sorry for the lack of clarity regarding the door.
Walter finds the indicated secret door easily once the VC points it out. He sees there are no traps or locks on this one, and opens it up.
VC Durant answers you: "Beyond this door is a large area that Thurl used as some kind of dumping ground. A small shrine conceals a secret passage to a second level below, but that shouldn’t be a problem to get past with me around."
"YOU WILL LEARN TO FEAR THE POWER CONTAINED BELOW! Sadly, I don’t know much of what was happening in the lower levels, as I escaped just after I woke up. I’ve waited here since, expecting the Decemvirate to send me some fresh minions. Now that you've arrived, I am ready to explore Venture Captains need to take a more active hand in Society affairs, after all."
Proceeding through the door, you enter a large chamber that stretches ahead and to either side as far as the eye can see. Wall segments stretch from floor to ceiling, as much resembling overgrown stalactites as architectural features, and chunks of shattered masonry and other rubble litter the otherwise even floor. Long since expired torches rest in sconces affixed intermittently to the walls.
Basalte |
Basalte nods silently, leading the way in that dark passage.
Basalte has got darkvision by the way.
Tyraneus |
Tyraneus cracks a stick as light illuminates the dark chamber. Sarenrae's light shall guide us.
Use a sunrod
GM Derek W |
You proceed through the door.
The chamber stretches ahead and to either side as far as the eye can see. Wall segments stretch from floor to ceiling, as much resembling overgrown stalactites as architectural features, and chunks of shattered masonry and other rubble litter the otherwise even floor. Long since expired torches rest in sconces affixed intermittently to the walls.
From any point in the room, a creature is rarely able to see more than 50 feet before a wall interrupts line of sight. These wall segments range from five to 20 feet in length, sometimes extending in a straight line or encompassing a corner.
As you begin to explore, Valais walks along the relatively clear corridors, stating that doing otherwise feels wrong somehow. She does not cross the lines of rubbles. She also mentions that she feels as though she
is being watched.
Perception checks while exploring this room, please!
Basalte |
Basalte looks around with his fiery eyes like molten rock.
Perception : 1d20 + 6 ⇒ (20) + 6 = 26
Darkvision
-Posted with Wayfinder
Tyraneus |
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Tyraneus looks about his surroundings upon entering the complex
GM Derek W |
Basalte notice a glowing blue horn in the corner of his vision. As the party advances slightly, Dimitra glimpses a similar-looking hoof. And Johann just makes out a translucent hairy arm. All of these vanish the instant after they are noticed. All are seen in different places, as if poking through walls, as the group moves slowly to the lower levels of Thurl's lair.
-Posted with Wayfinder
Dimitra |
Dimitra points
"There, do you see that glowing blue hoof! Wait, where did it go?" she exclaims as she moves closer to the group, to stay well within the protective range of the warriors.
She then casts detect magic and peers towards the place where she saw the hoof.
Basalte |
"Hrmm. Saw a blue horn in the wall. Is this place haunted?"
-Posted with Wayfinder
Walter Vizard |
Walter peers around as the group begins to point out their exclamations.
He frowns as he doesn't--actually--notice these appearances!
He silently asks Abadar for His sight.
detect evil
Tyraneus |
Tyraneus looks at his companions quizzically as he is unable to see anything.
GM Derek W |
Despite the group's now heightened awareness, they can't locate the source of the threat.
No more dangers appear right away. Valais directs the group towards the center of the large room.
Near the center of the maze stands a raised altar made of ivory-inlaid wood, its virtually pristine condition a sharp contrast to the shattered walls around it. At the center of the altar rests a statue of two figures locked in combat: a brass bull and an iron dwarf that gripes the animal by a horn from over its shoulder while holding a warhammer aloft. Delicately incised words encircle the statue’s base, reading, “In my name is the strength of my history, my tradition, and my people. Speak your name into my ear, and I shall judge your worth.”
Skill check time! On tap are: Knowledge Arcana, Religion, and Perception!
GM Derek W |
Walter recognizes the dwarf as Torag, who at first glance appears to be winning his fight. As he peers closer, the half-orc sees a small inverted pentagram on the bull's brow. The unholy symbol of Asmodeus.
Still more, he can tell that Torag is really off balance with the bull poised to strike!
Dimitra |
Knowledge Arcana: 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge Religion: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Johann Erlenmeyer |
Knowledge(arcana), Knowledge (Religion), Perception: 1d20 + 10 ⇒ (5) + 10 = 151d20 + 6 ⇒ (3) + 6 = 91d20 + 9 ⇒ (18) + 9 = 27
Basalte |
Knowledge (religion) : 1d20 + 3 ⇒ (11) + 3 = 14
Perception : 1d20 + 6 ⇒ (6) + 6 = 12 +2 stonecunning if it applies
-Posted with Wayfinder
Tyraneus |
Knowledge (Religion): 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
This is a peculiar statue.
GM Derek W |
The rest of the team looks over the statue but cannot recall much more than Walter recognized. Dimitra does remember that the inverted pentagram is sometimes used as a sign of the demon lord Baphomet.
Walter's piercing gaze detects no signs of magical or evil auras, but he does notice the statue is rigged to a base that seems as though it could be turned...but he also sees it is a clever trap, set to release dangerous fumes if not disarmed. (all part of the prior 25 on Perception)
Valais still has no clear memories of how she arrived in the basement, so she cannot say what the statue (or altar) does.
Johann Erlenmeyer |
Johann will aid Walter. I have a +11 on disable device so success on aiding is automatic. +2 to the above roll.
-Posted with Wayfinder
Basalte |
Basalte stays back while Walter and Johann disable the trap, moved by his instinct of survival.
Dimitra |
Dimitra also aids Walter and Johann, if the space permits the three working together
Aid other Disable Device: 1d20 + 9 ⇒ (8) + 9 = 17
We do not worry about traps ;-)
GM Derek W |
Walter and his companions easily disable the trap, despite its complexity. They are able to turn it on its base, which moves it aside and reveals a set of stairs leading down into the darkness...
Description of next room to come in the morning.
GM Derek W |
A cage-like spiral staircase of rusting wrought iron descends
along one wall of this room. Dim but vibrant green light pulses
from two large glass vats that stand from floor to ceiling in
the far corners. Powdery rust coats much of the floor, though
several lines of footprints crisscross the room. Metal doors lead
to the east and west.
LOL Walter! It's not a DARKNESS...yet. Between darkvision and sunrod though, you guys are OK for light right now...
Basalte |
Basalte, his massive adamantine blade still in hand, gets closer to the vats to examine their contents.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Dimitra |
Dimitra casts light and follows the others down. She takes a look at the cage without moving within arm's reach.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
GM Derek W |
Basalte and Dimitra look closely, but age has clouded the liquid and the glass. Still, the pair catch some disconcerting glimpses. They notice a single clawed hand, and also see a short stretch of pale, mismatched flesh with visible stitching.
Walter can tell the footprints are dwarf sized and months old. He sees pile of rotting flesh in the corners of the room, covered in mites and beetles...
-Posted with Wayfinder
Tyraneus |
Tyraneus begins to detect magic about the room, checking for anything unusual.
Walter Vizard |
These footprints are dwarven, although months old.
Walter begins to pray to Abadar,asking for Guidance, before pantomiming sifting through the piles of rotting flesh.
School divination; Level bard 0, inquisitor 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
Paizo Peripheral
This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules.
DESCRIPTION
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Section 15: Copyright Notice - Advanced Player's Guide
Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
perception: 1d20 + 13 + 1 + 1 - 5 ⇒ (10) + 13 + 1 + 1 - 5 = 20
Walter is at the max distance: 30'
Basalte |
"Hrmm. Something in there. Dead though." rumbles the oread.