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Fickle Hand of Fate: 1d36 ⇒ 11.
Maeron steps forward, and plucks the quill from the statue's hand. When he does so, a warm tingle rushes up his arm.
You gain the benefits of a Guidance spell, which lasts until the end of the next combat encounter.
Maxwell is able to determine that both the statue and the quill radiate magic.
Spellcraft, please :-)

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Take 10 does not cut it, but you can 'take 20' on Disable Device checks to open locks, which will work just fine :-)
Hisao takes a few minutes coaxing the ancient lock to open.
Opening the door reveals a 10' wide corridor, which continues for about 40' before ending in a T-intersection. There is a single door on the southern wall, and a wide corridor on the northern wall, with several doors on either side of it.
Map Updated.

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Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19

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Did we learn anything from my Detect Magic on the feather? I might have missed a post.
"Let's try this closest door first, then work our way up the corridor to the north. "

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Oh! I almost forgot.
While the party debates which door to examine first, Cacumattus takes a closer look at the runes on the statue.
Read Magic/Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21

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"Well, I know one sure way to find out what's behind this door..."
Under Tyr's watchful eye, Cacumattus moves up to the southern door and opens it, as silently as possible.
Stealth: 1d20 + 8 ⇒ (8) + 8 = 16

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Returning to the group, pushing the quill into one of the folds of his hide armour, Maeron looks over the door as Cacumattus notices it is barred.
"Can we force it? If not, perhaps Tenderstump can break it open?"
As he talks, the druid does he best to clear his head of whatever he made contact with a few moments ago.
What is the door made of? Tenderstump does double damage against objects so depending on material the door is made from he may be able to smash it open if we can't force it.

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Tyr says "Barred from the inside?" He goes silent for a moment and then mutters to himself "what are the odds of it happening twice?"
Tyr says to his companions "I once went into someplace similiar to this and found a survivor of a previous expedition behind a barred door...I wonder. Let me try something before we break it down."
Tyr walks up to the door and knocks on it and in a loud voice says "Open up please, We're Investigators hired by Pharasma's clergy to look into what's been going on down here. We're here to help."
Tyr's last adventure under spoiler
edited to take in account Maeron's post

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Can Maeron have a shot at Sense Motive, regarding their claim that they haven't taken anything?
Sense Motive: 1d20 + 3 ⇒ (3) + 3 = 6
Maeron looks at Tyr.
"Well, you certainly got their attention. We have two choices now, either we convince them to open the door or we break it down?"
Maeron gestures for Tenderstump to move closer and prepare to batter the door, but makes it clear that he is hoping someone can convince whatever is on the other side to open it first.
Handle Animal: 1d20 + 8 ⇒ (12) + 8 = 20
Tenderstump isn't attacking yet, but he will if whatever is on the other side doesn't open the door. He doubles his damage against objects so he should get through a wooden door fairly quick. Hope we've got someone talky.

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Maxwell tries to see if he can tell if the unknown creature is lying about stealing something.
Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20
"Both are valid options. Perhaps the person on the other side of this door can give us some useful information and it might be best to gain their trust. I'm afraid I'm not a very skilled diplomat, myself."

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"Neither am I, Maxwell. Are you, Cacumattus?" Zarzuket thinks If the creatures on the other side of the door didn't steal anything, they can either help or hinder us. If they try to hinder us, they are going to regret it.

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"I have my moments," Cacumattus grins at Zarzuket.
Approaching the door once more, "It's all right," he reassures the creatures, gently but loudly enough to be heard. "Nobody wants to hurt you. We don't think you took anything, we just want to talk to you."
"My collegue here is willing to break down this door, but that's not good for anyone. Better for everybody that you let us in, and after we've talked you'll still have a door to close. As long as you're honest with us, I won't let any harm come to you."
Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17

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A whispered conversation takes place behind the door, before the same voice speaks-up.
"No. We no trust you. If we open the door, you kill us! We feel safer if door stays closed, but happy to answer questions through door..."

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Maeron beckons for Tenderstump to hold off attacking the door, nodding to Cacumattus to continue his conversation.
"We need to know who they are, what they're doing here and what they know about the disappearances, because they clearly know something. Anything that allows us further access to this place would be beneficial to."

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"Izzik and Skezza are our names. We heard that there was an ancient forgotten complex down here, and dug in to look for expensive shinies! But the first place we looked had a big, mean, nasty thing in it. It killed Fisk, and would have killed us too, if we had not run away and hid in here... We don't know anything about missing bodies; why steal old meat and bones?"

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"Second door on the left in the corridor opposite this chamber. You could climb out the way we came in - it is just up ahead on the left, but you would need to squeeze, and it is quite long - a few hundred feet, at least. Then, at the other end, you would either need to glide down, or climb down several hundred feet... we figured if our entrance was hard to find, no-one else would jump our claim."

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Hisao shakes his head. Having another way out would have been welcome as he is acutely aware of their rapidly diminishing chimes of opening in their stock but without climbing equipment or the ability to fly it seems they are stuck with the way they got in as the only way out.
Look if we avenge your friend and slay this monster, would you let us in? This place is tricky and we need to explore as much as we can to accomplish our mission
Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

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The voice now sounds plaintive.
"But, there is nothing in here... no bodies, nothing worth looting, and no other exits. Why do you need to come in?"
Technically, they are 'hostile' which means it is a DC 25 Diplomacy check to improve their attitude.

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boo at the crap diplomacy roll
Hisao raises his hands in an expression of defeat and whispers to the rest of his group I do not feel them to be a threat or of any importance. We can always come back later if we do not find any other way forward. The monster they speak of worries me however. I would not wish to have it ambush us.

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"You're right. We don't need to come in. We are just going to leave you be, and you will probably die from starvation.
However, if you come out now, we can protect you while you escape so you won't die."

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"If we come back and tell you the monsters are dead, will you then come out and leave?"
Can you Diplomacy rolls untrained? If so, I'll give it a shot.
Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18
Wow. Nevermind about the roll then.

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Maeron sighs with frustration at the creatures beyond the door.
"I do not feel we are going to make any progress with these creatures. Better investigate this 'monster' first before we decide how to deal with them?"
With a last glare at the door, Maeron turns to follow the directions to the monster.

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Cacumattus nods at Hisao, and Maeron's back. "Agreed, I think we're wasting our time with these two for now."
He raises his voice again for the creatures to hear, "Izzik, Skezza, it has been nice to meet you. My companions and I will leave you now, to find and defeat this monster that killed your friend. Once we have made sure it is safe we will return and tell you."
He follows Maeron towards the second door on the left.

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Hisao keeps an eye out for any traps or other hazards as they head towards the door pointed out to them.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
And does so silently in order to conceal himself from any hostile force that might come out of the door they are approaching.
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9

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Zarzuket follows closely with Tyr, also searching for traps while moving silently.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
If traps are considered concealed items, Zarzuket gets an additional +3 on Perception.

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Taking his time, Hisao is satisfied to discover that the lock readily opens under his ministrations.
Opening the door...
Shockingly graphic depictions of orgies with all manner of creatures decorate the walls of this chamber. Five humanoid skeletons lie in state on biers—though the bodies appear human, their skulls are those of some monstrous creature. A pile of bloody bones and feathers is all that is left of a recently killed creature.
Of more immediate concern, however, is the monstrous creature in the doorway - it has a perfectly formed and anatomically correct female human torso, but any resemblances end there. Its arms are unnaturally long and end in three wickedly curved talons. Its lower jaw splits into two monstrous halves lined with sharp teeth, below bulging red eyes! It licks its lips lasciviously, moves forward to attack!
Tenderstump: 1d20 + 0 ⇒ (19) + 0 = 19
Maxwell: 1d20 + 4 ⇒ (5) + 4 = 9
Zarzuket: 1d20 + 2 ⇒ (15) + 2 = 17
Hisao: 1d20 + 5 ⇒ (14) + 5 = 19
Cacumattus: 1d20 + 2 ⇒ (9) + 2 = 11
Tyr: 1d20 + 5 ⇒ (4) + 5 = 9
Hungry: 1d20 + 5 ⇒ (11) + 5 = 16
Round 1: Maeron, Hisao, Tenderstump, Zarzuket, Hungry, Cacumattus, Tyr, Maxwell
Maeron, Hisao, and Zarzuket are up.
Also, the map has been updated for combat.

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Hisao swears loudly as the monstrosity advances towards them and blocks the door. He swings his wakizashi right at it
wakizashi attack: 1d20 + 3 ⇒ (9) + 3 = 121d4 ⇒ 1
If someone in the second row wants to step into meele range than Hisao will gladly move away :)

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Zarzuket swings at the creature with his mace.
heavy mace attack: 1d20 + 1 ⇒ (5) + 1 = 61d6 ⇒ 4
What kind of a knowledge check is required to find out what this thing is?

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As a swift action Maeron will command Tenderstump to attack, then move ten feet back and take a shot into combat (I've already applied to -4 to my roll). Tenderstump will move in and attack.
"Tenderstump, bring down that abomination!"
Handle Animal: 1d20 + 8 ⇒ (20) + 8 = 28
Stepping back Maeron raises his longbow and launches an arrow in at the creature before them.
Longbow: 1d20 - 2 ⇒ (12) - 2 = 101d8 ⇒ 7
Stepping into engage, Tenderstump swings in with a wooden 'arm'.
Slam: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 2 ⇒ (3) + 2 = 5