Maxwell Carter
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Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Max takes a moment to catch his breath as he reads the writing on the wall. He raises his glowing scimitar to better illuminate the writing.
"It is true that the heart is in the center of the chest...but in paintings and drawings it is usually portrayed on the left side...
Heal? to recognize description of Dextrocardia: 1d20 + 3 ⇒ (12) + 3 = 15
"There are some cases where some people are born with their hearts on the opposite side, but it is rare. The way the riddle is worded makes me think that the left side is what they are talking about as the "right", or correct side. So, I'm thinking we should take the door on the right side. What do the rest of you think?" .
the dice like me for now...lets hope that trend hold :)
-Zarzuket-
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Glad to be out of the darkened stairwell, Zarzuket looks around the room
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
and does not understand what the writer was talking about, he dismisses it and asks "So which door are we going to go through first?"
Hisao
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Along with checking the dust on the floor Hisao carefully approaches the door and presses his ear to them hoping to get some idea of any sound or smell that might be coming from behind them.
Perception beyond doors: 1d20 + 4 ⇒ (13) + 4 = 17
Maeron Calaerdaer
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Maeron arches an eyebrow at Hisaos decision.
"Our divine friend here..." He says, gesturing to Maxwell. "Feels it is the right. Should we not take his advice over guess? Regardless, you have the chime and we should make a decision and press on less our quarry steal more bodies."
Tenderstump rustles his branches and steps infront of Maeron, blocking the way between the druid and the doors, incase someone or something should come out at them.
Cacumattus Diuberr
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Cacumattus is good at wordplay, but his player isn't, at least at this time of the morning. So (assuming someone pointed out the writing he failed to notice) can I roll an Int check to see if he can make more sense of it than I can?
Int: 1d20 + 3 ⇒ (5) + 3 = 8
Oh, for the love of Calistra...
"Right is good, I've always liked right."
-Zarzuket-
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"I don't think it really matters if we go right, straight, or left. Since three of us have already said right, let's go right." Hisao states, then he suggests "If we can't continue in that direction, we can always come back and follow Hisao's advice.
Maxwell Carter
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Max tenses up, not knowing what to expect on the other side of the door. He holds his glowing scimitar higher to shed light on whatever may be revealed and keeps his buckler ready for any unexpected attacks or traps.
Luke_Parry
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Sorry guys, my internet connection has been playing up; hopefully, it is sorted out now.
There is a low, atonal hum as Thorack taps the chime. The seal on the middle door begins to shake, and then crumbles to dust, allowing the doors to swing open...
...revealing a chamber! A large statue stands in the corner of this L-shaped room, depicting a tall feather emblazoned with a large open eye. Though apparently carved from stone, the statue gleams with a golden-green iridescence. A pair of stone doors appear to stand in the east wall in the short leg of the L.
Carved into the floor between the doors that you have entered by and the statue is the following inscription: "Though veiled behind the plumage of the soul, the Eye still sees, unblinking, through all the ages, from the beginning to the end of time. When the Three are One, and the spirit becomes flesh, the Seal may be opened and the Sleepers awakened. And the glorious apocalypse shall consume us all."
Closer inspection of the 'doors' in the eastern wall reveals that they are actually one solid piece of stone carved with a seam to look like a pair of doors, although there is a strange, heart-shaped gap in the middle where the two 'doors' meet.
Maeron Calaerdaer
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Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Scanning the room as he steps inside, Maeron notices nothing out of the ordinary.
"What is this place?" He ask aloud, almost unaware the question has escaped his lips.
Maxwell Carter
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Max examines the room with a mixture of curiosity and wariness.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Kn. Religion: 1d20 + 4 ⇒ (10) + 4 = 14
He doesnt come to any immediate conclusions...but he has the nagging feeling that he is defiantly missing something important.
"I dont know what to tell you guys...maybe if I spent a little time thinking it over...."
Max decides to study the room for a good amount of time while he ponders the meaning of the statue.
Take 20 Perception: 20 + 3 = 23
Catching the light at a certain angle, Max notices a secret compartment in the statue.
"Well well...looks like I found something," he says, removing a green feather and holding it aloft. "Though I dont know what this is used for...yet."
Kn Religion: 1d20 + 4 ⇒ (2) + 4 = 6
bah!
-Zarzuket-
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Is there any magic on it? Maybe it is a magic item of some sort? In Zarzuket's experience, anything placed in a safe place like a secret compartment is either special or magical or both.
Luke_Parry
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Unfortunately, you need to be able to cast Detect Magic in order to use Spellcraft to identify magical items, and since Alchemists don't get cantrips, they can't do it - this is partly why Alchemists can use Craft(Alchemy) to identify potions. There are ways around this (such as preparing Identify extracts, or purchasing magical items that allow you to cast Detect Magic), but they are outside the scope of this scenario.
Cacumattus Diuberr
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"A feather, interesting..."
Detect Magic/Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
"The riddles have mentioned feathers, eyes and a heart, and now we have a feather and a heart-shaped socket. I suspect if we explore behind those other doors we might find other items, and we will need to combine them somehow."
Maeron Calaerdaer
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After listening silently for a few minutes, Maeron nods.
"We should backtrack to one of the other doors then, see if your theories are correct?"
Flanked by Tenderstump, the druid turns back the way they came in, heading over to the left door.
Luke_Parry
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Using the chime a second time to open the left double doors reveals another L-shaped chamber:
A strange statue of a half-snake, half-human creature stands in a wide alcove to the south of two large stone doors (at the opposite end of the chamber to the one you are entering by). Comprising the lower body of a coiling serpent and the upper torso of a human woman, the statue has six wings and a disk containing a seven-pointed star in place of its head. Its crossed arms hold a quill and whip (both of which appear to be real), and the entire statue is covered in verdigris. The faint outline of strange runes can be made out beneath the patina coating the statue.
Hisao
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Hisao walks through the room examining the statue, the quill and the whip as well as the two doors at the opposite end to see if there are any clues
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perhaps the quill and the whip control the doors?
Luke_Parry
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A close look at the statue reveals that the quill can probably be removed, but the whip appears to be fused with the statue.
The other set of doors in this room are locked, but it appears to be a fairly mundane lock.
In other words, if there was someone with Disable Device in the party, they could probably open them.
Hisao
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Luckily Hisao does and has thief tools to boot!
Hisao examines the lock carefully to see if it might be trapped or not
Perception lock: 1d20 + 4 ⇒ (3) + 4 = 7
I can pick this lock I think. Can anyone see any reason why I should not?
Maeron Calaerdaer
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"If you have the capability, I see no reason why you should not. The sooner we can press forward, the sooner we can stop whoever or whatever is behind what is happening here."
Maeron and Tenderstump move closer to the 'pickable' doors.
Maeron Calaerdaer
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"I'm not sure why we would require it, but better to have it and not need it."
With that said, Maeron approaches the statue and attempts to recover the quill.
Maxwell Carter
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Max studies the snake-woman statue
Kn. Religion: 1d20 + 4 ⇒ (20) + 4 = 24
Half turning to the others he says "Well, if it helps anything it looks like this is a statue of the goddess Lissala. She mainly dealt with runes and fate, and the reward of service. I recall that her worship was common in old Thassilon, but not really so much in modern days."
Looks like all those years studying is starting to pay off!
He walks near to where Hisao is studying the door, on his way he looks around the room for anything unusual.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
aaaaaaaand we're back to bad rolls *sigh*
not noticing anything, Max looks back at the statue of the goddess and casts Detect Magic, looking for some sort of clue to the statue or the items it is holding.
"Maybe there is something magical about those items? Let me see if I can detect anything on them."