HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
Kwiazy looks to the open chamber and listens for any sounds from that direction, then readies his weapon outside the closed door....
M Kobold stronkest Fighter 9 Paladin 5 Frac Min 1 Myst. Stranger 1 186/186HP AC44/32/22 Fort=23 Ref=21 Will=21 Init 8 Perc 12
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!
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
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.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
"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.
Male Kobold Scholar 16 | HP 129 | AC 26.T17.ff20 | Init +11 | F+18 R+22 W+17; +1 vs spells, spell-like, & poison; +1d4+1 w.Astrology | SR 26, Freedom of Movement, Immd:cancel crit/sneak | Perc+30
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)
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
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.
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.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
Kwiazy moves forward, behind those who preceded him and stands on tippy toes to try to see into the next area.
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.)
M Kobold stronkest Fighter 9 Paladin 5 Frac Min 1 Myst. Stranger 1 186/186HP AC44/32/22 Fort=23 Ref=21 Will=21 Init 8 Perc 12
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 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."
Male Goblin Cleric 15/Rngr 1 | HP 99 | AC 38 Touch 17; FF 37 | F +14; R +10; W +18 | CMB+12; CMD 28 | Speed 30 ft | Init +1 | Perc +15 | Stealth: +9 Cleric 15/Rnger 1
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?
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.
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
Kwiazy slips into the hallway behind the fliers and, wary of traps, keeps an eye out for said traps while creeping along the hallway.
M Kobold stronkest Fighter 9 Paladin 5 Frac Min 1 Myst. Stranger 1 186/186HP AC44/32/22 Fort=23 Ref=21 Will=21 Init 8 Perc 12
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!
HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17
will save, including 'charmed life':1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
Will save Xakroo:1d20 + 10 ⇒ (15) + 10 = 25 Will save Zarvak:1d20 + 4 ⇒ (7) + 4 = 11
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.
Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)
Xakroo heads over to his raptor and tries to calm her down as best as he can.