Luke_Parry |
*nods* In order to open locks, you can 'take 20' on Disable Device checks.
Malkiel begins to work on the lock; it proves to be tougher than it initially looked, but after a few minutes, there is a satisfying click, and the doors open easily.
The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. You find yourself at the end of a wide stone bridge with an elaborately carved railing, which arches over the chamber from north to south, joining two sets of massive bronze doors at either end. The central portion of the chamber, forty feet below you, contains an inlaid spiral symbol and is recessed into the floor, with eight staircases leading up to a wide ledge that encircles the room ten feet above (but still 30' below you). On this ledge stand bronze doors to the east and west, obviously suggesting that there are other ways into this particular chamber. Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room’s circumference—seven carved from white stone, and the eighth carved from black stone.
Where to now?
Dickey |
Correct me if I'm wrong, but I take it that there's no obvious way down to the bottom part of the room (minus rappelling or something like that).
Fantastic!
Dickey gapes at the extent of the chamber.
I have rope...I'd like to get a better look down there. For curiosity's sake, if not the possibility of finding a few items to make this expedition worth the risk! What do you think?
Malkiel of Shokuro |
"I see doors down there, so, curiosity notwithstanding, I'd rather search for a way access one of those doors elsewhere in this tomb. No bounty is worth falling thirty feet to one's death because of a missed hand-hold or what-have-you."
Malkiel proceeds to the next door and studies it intently.
Take 20 perception check (assuming ample time and no distractions) = 26
Dolre |
Dolre looks down at the floor far below.
I admit I am curious about what is down there as well, but the idea of climbing down there lacks appeal to me. I think we should see what else we can find. If we dont find a way down we can always come back. she says as she follows Malkiel.
Dickey |
Very well - sometimes Dickey's impulses do get the best of him! Besides, that massive golden door across the way looks intriguing as well...
Luke_Parry |
Correct, there is no obvious way down to the bottom from the bridge.
Wisely deciding to *not* rappel down the side oft he bridge, the party moves on to the next set of doors, which like their counterparts on the other end of the bridge, are locked, but *not* trapped.
Spending a few minutes to deal with the lock, the party is able to open the doors and move on, revealing a moderately-sized corridor (no doors) which ends in a T-intersection.
Malkiel of Shokuro |
Malkiel draws his wakizashi, suspicious of unseen lurkers around corners.
After
Luke_Parry |
To the left, Malkiel sees a wide corridor, ending in a T-intersection, with doors in the middle of the 'T'. In addition, there is a single door in either side of corridor, part of the way down towards the intersection.
To the right, the corridor continues for a short distance, before appearing to open out into a larger room, from which another, single door appears to offer access to another chamber.
Malkiel of Shokuro |
Malkiel holds a finger to his lips to hush his comrades as he strains his pointed ears, making sure they don't deceive him.
He then motions with his hand for them to follow him as he quietly follows the corridor to the right.
The shinobi stops at the opening into the larger room, to
Luke_Parry |
Moving carefully down the corridor, you find... a long chamber, decorated with large carvings of religious ceremonies and priests handing down judgments to the common people. Stone benches are lined up before a podium at the southern end of the room. A single door stands in the northeastern wall.
Of more immediate concern, however, is the chamber's occupant - a rotting head, held clumsily aloft by bat-like wings, which is battering itself against the podium.
When you turn the corner, however, it seems to sense you, and turns to face in your direction, revealing a disturbingly long tongue...
Nicolae: 1d20 + 2 ⇒ (10) + 2 = 12
Dickey: 1d20 + 5 ⇒ (1) + 5 = 6
Dolre: 1d20 + 6 ⇒ (18) + 6 = 24
Malkiel: 1d20 + 4 ⇒ (1) + 4 = 5
Flapping Head: 1d20 + 2 ⇒ (11) + 2 = 13
Round 1: Dolre, Flapping Head, Nicolae, Bodham, Dickey, Malkiel
Dolre is up to lead-off the combat.
Dolre |
I assume I am a reasonable distance away from this thing
Dolre pulls out her bow and fires
shortbow: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d6 ⇒ 5
Luke_Parry |
Dolre fires off an arrow at the flapping head, but the arrow goes wide.
The creature responds by clumsily flapping towards Dolre, and trying to slam itself into her...
Slam: 1d20 + 5 ⇒ (14) + 5 = 19, for 1d4 + 1 ⇒ (3) + 1 = 4 damage.
...momentarily knocking the breath out of her, but not sending her tumbling to the ground.
Round 1: Dolre, Flapping Head, Nicolae, Bodham, Dickey, Malkiel
Malkiel of Shokuro |
Bodham the Bleaker |
Bodham peers at the flapping head and raises an eyebrow. "Who misplaced his head? Don't lose your head!"
Then seeing the head slam Dolre. "... Enemy, attack!"
Move towards the head, then Attack!: 1d20 + 2 ⇒ (16) + 2 = 181d10 + 3 ⇒ (8) + 3 = 11
Luke_Parry |
Bodham charges forward, and delivers a crushing blow to the skull, mashing its left eye, and caving-in the entire frontal region. However, there is still plenty of fight left in it.
Malkiel delivers a probing slash, opening a long cut across the creature's face, which oozes dark purple blood.
Round 1: Dolre, Flapping Head (-16), Nicolae, Bodham, Dickey, Malkiel
Dickey |
Dickey steps forward, loads his sling, and starts whirring it around his head, ready to fire at the disgusting flying head thing if it tries to fly away.
Malkiel of Shokuro |
Dolre |
Dolre quickly drops her bow and pulls out her axe and strikes the creature.
battle axe: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d8 + 2 ⇒ (8) + 2 = 10
Dickey |
Dickey, visibly impressed, nods his head at Dolre. Beauty and brawn - a deadly combination!
Dickey examines the creature for a moment.
Attempting to identify the creature...
Knowledge(whichever's appropriate): 1d20 + 1 ⇒ (5) + 1 = 6
Crikey, no idea what that thing is, but excellent work everyone! Hope you don't mind while I have a look around...
Searching, and paying particular attention to the podium.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Dickey also takes a moment to appreciate the room's carvings...
Knowledge check if applicable...
Knowledge(religion?): 1d20 + 1 ⇒ (3) + 1 = 4
This dice-rolling format does not like me.
Luke_Parry |
A careful search of the room does not turn up anything of interest, although the strip of flesh and purple blood on the sole door exiting the chamber suggest that the creature may have spent some time slamming itself against that, before moving on to other features in the room.
What next?
Bodham the Bleaker |
Knowledge (Religion): 1d20 + 6 ⇒ (7) + 6 = 13
Inspecting the carvings, the inquisitor is at a loss. "No... sorry. I don't know anything about it. I'm sure they're not about the End Times though. A shame, really."
Malkiel of Shokuro |
"Hm," Malkiel says after perusing and gently pressing against the door, "perhaps we should find another way around, maybe the other doors in this corridor will be more amenable. Wouldn't want to alert whatever's down here to our presence by smashing through a perfectly good door, eh?" He half-asked, already moving quietly down the way they came stopping between the opposing doors if no one objects, and there's nothing in his way.
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
Perception: 1d20 + 6 ⇒ (13) + 6 = 19