| Kwiazy |
Kwiazy looks to the open chamber and listens for any sounds from that direction, then readies his weapon outside the closed door....
perc: 1d20 + 18 ⇒ (20) + 18 = 38
| Yvra Brunhasson |
Yvra cocks his head, curious about the statues.
Arcana: 1d20 + 31 ⇒ (3) + 31 = 34 wondering if I can tell if they're golems
| Compensates for nothing! |
They smesh worthy evil beingz smartfriend Yvra?? Cani asks.
Cani also be stoned, maybe he can make de-pow-macy with stone golems? Cani learned by watching very de-pow-matic being! Was very fascinatoring!
| Xakroo the Arrow Shooter |
Xakroo huffs as quietly as possible, Well, do we want to try and fight something like that, or slip by as best as possible? Either way, I'll take the rear and cover you all.
Velvunk
|
Cani want fight! Or maybe talk! Can you tell things about Stoner Golems? Does smesh with earthbreaker workwork?
Velvunk rummages through his pack. He stops and scratches his head.
"Me think me have bad writing on these things. Me try and remember"
Itchy raises his leg and scratches his stomach.
"You help too Itchy?"
Knowledge (arcana): 1d20 + 9 ⇒ (15) + 9 = 24
| Kwiazy |
"They're made of rock... I don't think they've got much thinking stuff inside so probably not talk too much. May have to 'smesh' them." He looks down at his blade and shrugs... knowing it's not much for 'smeshing' things.
| Yvra Brunhasson |
Just before Cani walks in, Yvra says, ""Hold on, buddy. I think this thing was made to defend this place--but it's probably not able to tell the difference between us and invaders. If there's something in there that we need--like an errant petrified leg--we might need to go in...but for now, let's let them rest, eh?"
Does seem like they must be here guarding something interesting...otherwise, it's odd placement of golems...but perhaps we could sneak in to look around, if we don't find what we need elsewhere?.
.
I recommend we continue on to the next open space (East and then SE)
| Kwiazy |
yes, avoid
| GM Redelia |
from the doorway you are able to look around the room enough to realize it's very unlikely there is anything of any interest here.
I've now placed a box to show the area where I'd like you to all place your tokens for the next bit. You are also welcome to roll perception for what you see.
Velvunk
|
orange box
Velvunk moves on Itchy down the corridor and looks around.
Itchy stops and scratches again while balancing on three legs.
"Dwarf friends?"
Perception: 1d20 + 12 ⇒ (2) + 12 = 14
| Yvra Brunhasson |
Perception: 1d20 + 30 ⇒ (11) + 30 = 41
Stealth: 1d20 + 30 ⇒ (14) + 30 = 44
Yvra flaps along in his flying contraption. He pauses to look for anything of interest (say a petrified leg) within the rubble, and then cranes his neck to look around the corner.
| Kwiazy |
Kwiazy moves forward, behind those who preceded him and stands on tippy toes to try to see into the next area.
perc: 1d20 + 18 ⇒ (13) + 18 = 31
| GM Redelia |
You find the main way forward blocked by a collapse, but something (now gone, apparently) has dug a tunnel to the next room. The next room appears sacred to Folgrit, and from signs that anyone who can read Dwarven can read, it was the burial place of children who died on the Quest for Sky. It has a warm, protective aura that makes it pleasant to be here.
(I've zoomed in the map a bit, team, removing the part you've already explored to make it easier to see the rest and maneuver your tokens.)
Velvunk
|
Velvunk points to the far door then scratches his side.
"Door look thick..."
Time to give Itchy bath...nevermind...Me wonder if there's a trap
He casts detect magic and concentrates on the door.
| Compensates for nothing! |
Oi, Apsu boss, that door be evilbeing? Cani turns on detect evil, as he gives a good look at the door.
Why dont you ask the door, it would be more polite? The voice in his head speaks.
Goood idea! Like that Door in danceclub, we chatted a lot!
Hi Door, are you evilbeing? And if no, can you open pretty please?
Petrahk Jadetalon
|
Petrahk has been incredibly quiet most of this time, not because she's trying to be antisocial but because she's had a lot on her mind -- and her intuition about the statue being broken being borne out just makes her even more unnerved -- she's really not the deep thinker that folks expect her to be, dangit!
Despite her trepidation she moves to a corner and sort of fades out of sight.
"If anyone IS tired, this feels like it might be a good place to rest and regroup -- not that *I* need to do that or anything. Otherwise someone skilled with dwarf stuff might need to open the door -- risking massive dragon power on it could backfire badly, just saying."
| Yvra Brunhasson |
Hmmm, Yvra comes out to look the door over more closely.
K.xxxx: 1d20 ⇒ 8 Not sure if there's something religious to find? Engineering? Here are all of my mods.
.
Knowledge (arcana) +31 (12 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (dungeoneering) +31 (12 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (engineering) +25 (6 rank, 3 class, 8 INT, 7 academic, 1 luck) +5 on checks made to repair or understand mechanical devices,
Knowledge (geography) +22 (3 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (history) +22 (3 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (local) +31 (12 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (nature) +31 (12 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (nobility) +22 (3 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (planes) +31 (12 rank, 3 class, 8 INT, 7 academic, 1 luck),
Knowledge (religion) +31 (12 rank, 3 class, 8 INT, 7 academic, 1 luck),.
.
If I don't find anything remarkable, I'll go ahead and just look for traps, and then see if I can open the door.
Perception: 1d20 + 30 ⇒ (20) + 30 = 50
Disable Device: 1d20 + 28 ⇒ (3) + 28 = 31
Velvunk
|
I don't know if this will SLOW the game down, IN game but I could swap out a spell for stone shape to leave an opening through the rubble or maybe just summon an earth elemental to help move the rocks?
| Yvra Brunhasson |
Yvra continues to fly (in his flying contraption) a bit ahead, and listens at the next door on the right.
Stealth: 1d20 + 31 ⇒ (18) + 31 = 49
Perception: 1d20 + 24 ⇒ (11) + 24 = 35
Petrahk Jadetalon
|
The small totally-a-dragon flies along sneakily behind Yvra to provide support, keeping an eye on any magic auras or the like that might be a warning sign.
Stealth(Invisibility): 1d20 + 4 + 20 ⇒ (20) + 4 + 20 = 44
Spellcraft (if needed): 1d20 + 19 ⇒ (4) + 19 = 23
| Kwiazy |
Kwiazy slips into the hallway behind the fliers and, wary of traps, keeps an eye out for said traps while creeping along the hallway.
perception: 1d20 + 18 ⇒ (1) + 18 = 19
stealth: 1d20 + 25 ⇒ (10) + 25 = 35
| Yvra Brunhasson |
Yvra waits until everyone is gathered around and then opens the door (stepping back, so that the heartier folks can enter first).
perception: 1d20 + 24 ⇒ (17) + 24 = 41
| Compensates for nothing! |
You ok? Maybe Gug nicer when stoned? Some demons clearly are!
Cani is utterly immune to fear, anyone within 10 feet of him gets a +4 bonus to his/her will saves due to aura of courage.
Think of large tasty jug of Cocoa, makes you feel better yes?
Diplomacy to have it chill and get less unfriendly: 1d20 + 17 ⇒ (20) + 17 = 37
You sing a bit like Barbarian friend I had, you try to become Skald? Dirge of Doom be pretty high level ability, you should start with easier song!
| Kwiazy |
will save, including 'charmed life': 1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24
| Yvra Brunhasson |
Will, Astrology, C4N: 1d20 + 14 + 1d4 + 1 + 4 ⇒ (6) + 14 + (2) + 1 + 4 = 27 +1 if this is a spell or SLA
.
14/15 Astrology pts left for the day
| Xakroo the Arrow Shooter |
Will save Xakroo: 1d20 + 10 ⇒ (15) + 10 = 25
Will save Zarvak: 1d20 + 4 ⇒ (7) + 4 = 11
| GM Redelia |
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Petrahk bot: 1d20 + 12 ⇒ (15) + 12 = 27
Velvunk bot: 1d20 + 16 ⇒ (5) + 16 = 21
OK, Velvunk, Xakroo, Zarvak, and Kwiazy would fail the save. Kwiazy, Xakroo, and Velvunk are close enough to Cani for his aura to help, so they both actually make the save. Poor Zarvak is panicked for 2d4 ⇒ (2, 1) = 3 rounds.
| Xakroo the Arrow Shooter |
Xakroo heads over to his raptor and tries to calm her down as best as he can.
Handle Animal: 1d20 + 23 ⇒ (17) + 23 = 40