| Zeriax |
As Zeriax notices Hardegon opening one of the doors, he approaches him with his bow at the ready, keeping an eye over his companions' shoulder for threats in the next room.
GM-JCServant
|
Orik says, The vast majority of the goblins were topside. You undoubtedly ran into most of them on your way here. After the attack on Sandpoint, only a dozenish came back.
You move forward. The southern wall of this room is a bank of cells
with iron doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a fire pit smolders below a spiky cage dangling from a chain in the ceiling to the east.
The door to the NE lies open. A dusty nest of rags, dog hides, and straw sits in the northeast corner of this room. To the south, a long workbench cluttered with pliers, hooks, tongs, saws, and knives runs along the wall.
The other door (#1 on the updated map) goes to the chapel.
Map Updated.
| Zeriax |
Zeriax listens at the door (#1)
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
GM-JCServant
|
You all find a set of keys for the cells.
Where to next? asks Orik. If you're looking for Nualia, she's undoubtedly downstairs. Expect her to be prepared for you, since Lyrie ran down. On the bright side, she's not expecting me to be helping you. I don't want to upset Lyrie, but I have to start repaying my debts here or Pharasma is going to throw me down the wrong river.
| Zeriax |
"There is something on the other side of this door - I hear growling... Another trapped animal?"
| Zeriax |
"If this Nualia cannot be found behind this door, we can deal with the beasts later - let us proceed downstairs?"
| Zeriax |
"As long as I am standing friend Emrys, my bow will be shooting" - Zeriax smiles at the wizards' words, but then quickly regains his monastic composure.
"Lead on Orik"
GM-JCServant
|
Orik leads you to the stairs. I'll take point, of course. Be ready. I have no idea what we will find down here. None of the goblins went down here, as far as I know, and Lyrie would not speak to me of it, even when questioned. He pulls out his sword and shield and prepare to descend once Brenton and any others are ready.
Emrys Adamae
|
Strangely, Emrys found he had developed a kind of morbid fascination fascination about Thistletop. He wanted desperately to know what was going on here and why they were so intent on attack Sandpoint.
The goblins were a means to an end, that seemed obvious enough, but what end?
None of this was his responsibility. Not really. He had just been at the wrong place at the right time. But he knew he'd follow this lead through till the end, he knew his curiosity wouldn't let him quit.
GM-JCServant
|
The fighter leads you down the stairs. A stone door just around the corner from the steps hangs slightly ajar, the detailed carvings that once covered its surface defaced by chisel marks and hammer blows to the extent that only a few remnants of images (mostly of gemstones and crowns) remain. The floor here is slanted downward toward the west.
Map updated - Thornkeep 3
| Zeriax |
Zeriax stands at the ready, his body as tense as his bow is strung.
GM-JCServant
|
You move forward with Orik in the lead. Two pillars support the ceiling in here. In many places the stone walls, floor, and ceiling are caked with ancient grime and soot. Alcoves in the north and south walls contain partially damaged statues of a man in robes clutching a book and a glaive.
The entire room is canted toward the west, and whatever ancient upheaval caused the complex to tilt knocked the statues from their bases so that now they lean against the western walls of their alcoves. You see another door on the other side.
Map Updated.
| Brenton Demurri |
Brenton detects magic in the room. He looks for any books he could use. He tries to identify the statues.
Knowledge: 1d20 + 7 ⇒ (1) + 7 = 8
He then looks for traps on the other door before listening to what may be on the other side.
TrapFinding: 1d20 + 6 ⇒ (15) + 6 = 21
Listen: 1d20 + 6 ⇒ (17) + 6 = 23
GM-JCServant
|
You don't hear anything. Orik slowly opens the door. This short hallway rises in a slope to the east. Five feet from the western door, the floor is polished and shiny, unlike the dusty floor elsewhere. A pair of stone statues depicting stern men wielding glaives stand in alcoves north and south of this section of the hallway. At the eastern end stand two stone
doors, their faces carved with strange runes. Just past the doors is a third alcove in which a partially collapsed statue sits. The top half of the statue is missing, leaving behind a ragged stump of a torso.
Further down the hall, you see doors to the north and south (map updated.)
| Hardegon |
Whoa! Hold on a sec! Something looks odd here. Let me take a gander before we walk any further...
Hardegon examines the floor leading up to and including the shiny, polished section.
Find Traps: 1d20 + 8 ⇒ (7) + 8 = 15
GM-JCServant
|
After not finding anything, Orik goes ahead.
Suddenly, portcullises drop, sealing him in a 5 foot area between them. The statues on either side attack with their weapons!
1d20 + 8 ⇒ (1) + 8 = 91d10 + 4 ⇒ (5) + 4 = 9
1d20 + 8 ⇒ (10) + 8 = 181d10 + 4 ⇒ (1) + 4 = 5
Orik manages to duck and block the blows. What the hell?
Emrys Adamae
|
A trap? Or guardians?
Emrys readies himself in case the statues animate. He has read about such things but never thought he would see one in the flesh. He hopes this isn't the time.
Emrys Adamae
|
Seeing the priest tense beside him and cast his spell, Emrys puts a hand on his shoulder.
Easy, Brenton, its a trap but we're all fine. Phew...! he laughs nervously. Nearly jumped out of my skin though, haha!
| Hardegon |
Hardegon looks for any sort of mechanism that he can attempt to disable...(now that he knows for sure there is a mechanical trap)
Find Traps: 1d20 + 8 ⇒ (8) + 8 = 16
If he is able to find the mechanism then he attempts to disable it.
Disb=able Device: 1d20 + 11 ⇒ (10) + 11 = 21
| Hardegon |
Hardegon looks for any sort of mechanism that he can attempt to disable...(now that he knows for sure there is a mechanical trap)
Find Traps: 1d20 + 8 ⇒ (4) + 8 = 12
If he is able to find the mechanism then he attempts to disable it.
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30