
Gemheart |

YESSAI TURN
MOVE: move to J12, acrobatics to avoid AoO if needed: 1d20 + 2 ⇒ (16) + 2 = 18
STANDARD: Fear Shroud, up to three enemies within 10ft must make DC 16 Fort [fear] (and they have -2 to this save) or be Shaken for 1d4 ⇒ 3 rounds.
NOTE: Yessai has a lot of abilities that buff nearby allies, some that are always-on auras. if you are near Yessai, check the sheet to see if anything will help you (AC and whatnot). Yessai is a super complicated PC to play for someone who isn't familiar (i doubt most of us are).
for instance, all allies within 20ft of Yessai get +2 morale to AC and Will.

Deranged_Maniac_Beth |
Yessai moves up the stairs and under the flying gargoyle. Meanwhile, the first Gargoyle starts flapping its boney wings, and flies over the pit before turning invisible.
The map has been updated.
Jan's turn.

Jan Carpenter |

Okay, I was going to post, but... I'm trying to figure things out.
#1: How high up is the flying gargoyle that I can see, and how high up was the other one before it vanished? I want to do an AoE effect and need to know who I can get in it.
#2: G2 is listed as invisible, but I went through the thread and can't find when he turned invisible; my last action I charged and he was still visible, then on his action he did a full round of attacks (Here is his post). Did one of the other gargoyles cause him to turn invisible? Or is it a typo?
Jan ducks and weaves as he moves up the stairs.
Moving 10' to L8
Acrobatics to avoid an AoO, +5 Daredevil Boots: 1d20 + 19 ⇒ (17) + 19 = 36
Jan twirls his quarterstaff two-handed, and thrusts the end in towards the golem's spinal column.
Quarterstaff +2 flank +3 divine favor +2 bard song -2 fighting defensively: 1d20 + 13 + 2 + 3 + 2 - 2 ⇒ (3) + 13 + 2 + 3 + 2 - 2 = 21
Damage +1, +1d6 Shillelagh +3 divine favor +2 bard song +3d6 sneak attack: 1d6 + 7 + 1 + 1d6 + 3 + 2 + 3d6 ⇒ (5) + 7 + 1 + (1) + 3 + 2 + (6, 3, 6) = 34
Might be a hit...
"Okay, he's all yours!"
If that is a hit, I will apply the Disoriented debilitation giving him a -2 to hit overall and a -4 to hit me.

Jan Carpenter |

G2 used Invisibility as a Quickened Spell-like Ability, after making a full round of attacks.
Okay, I see. I was confused because nothing was mentioned about invisibility in the post covering the monster's turn.
G1 was about 20 feet up. G3 is a little higher, closer to 25 feet up. They can both be targeted by one AoO pretty easily.
Okay, that works. Since huge creatures are normally between 16' and 32' tall, I am assuming here that they are around average height, or about 24' tall.
Jan looks around, trying to figure out where the two gargoyles went.
Want to see if I can tell if they moved since they turned invisible.
perception: 1d20 + 8 ⇒ (3) + 8 = 11 Meh probably not.
Jan calls over to Krezen.
"Krezen! Do you still have a warm feeling of closeness in your bones?"
bluff (to pass secret message): 1d20 + 11 ⇒ (9) + 11 = 20
Secret Message: Is the bone gargoyle still next to you? (you'll need to roll perception)
GM: I know this will not happen during this post, but if Krezen tells me the gargoyle is no longer next to him then can we assume I will adjust my targeting to match? I would assume it has moved 5' back in this case.
Jan presses his hands together and stares upwards.
concentration dc 19 casting defensively: 1d20 + 9 ⇒ (18) + 9 = 27
He points upwards, and a cloud of golden sparkles shoots upwards into the air.
Casting my SLA glitterdust. I will target the intersection between Hathor and I (i.e. between J11 and K10) and about 25 feet up. This should get all 3 creatures in the area of effect.
See my SIDE VIEW diagram. The black line on the side view is the area of effect.
If it turns out that they are only 20 feet tall then I will have it go off 20 feet up instead which will mean I do not get G3 in the area of effect.
When the sparkles settle Jan drats up the stairs past the gargoyle.
Using Acrobatics to move to L8 (Or L7 if the gargoyle has moved back 5 feet):
acrobatics +5 daredevil boots: 1d20 + 14 + 5 ⇒ (13) + 14 + 5 = 32

Deranged_Maniac_Beth |
As Jan's glitter spreads throughout the chamber, all three gargoyles are outlined in the dust. The two that are invisible haven't moved since becoming invisible.
However, their lack of actual eyes renders them immune to the blinding effect of Glitterdust.
Meanwhile, Hozela runs up the stairs and starts hurling magic missiles at G3:
Hozela's check vs SR: 1d20 + 10 ⇒ (13) + 10 = 23
force damage: 3d4 + 4 ⇒ (2, 3, 2) + 4 = 11
Now it is De'arv'ki and Mundarion's turns, which any of you may take.

Bot-A-Tron 9000 |

Mundarionbot
Mundarion continues to shoot at the golem above him.
Has gravity bow running so might as well keep going. Shooting at G3 just like last round. Using PBS, Arcane Strike, and also +2/+2 from Inspire Courage.
Composite Longbow: 1d20 + 7 + 2 + 1 ⇒ (18) + 7 + 2 + 1 = 28
Damage: 2d6 + 1 + 2 + 1 ⇒ (6, 5) + 1 + 2 + 1 = 15

Bot-A-Tron 9000 |

De'arv'kibot
Might as well just repeat the last round's action.
The cat-man vanishes from sight again, and then a bolt shoots out of nothingness, revealing him yet again.
Using Vanishing Trick, +PBS, +Bard Song +2, plus sneak attack. Aiming at G3.
Light Crossbow (vs. flat-footed AC): 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22
Damage: 1d8 + 2 + 3d6 ⇒ (5) + 2 + (5, 1, 4) = 17

Deranged_Maniac_Beth |
As Mundarion's arrow strikes the base of the gargoyle, its boney wings crackle, and its spine cracks clean in half! The skeleton ceases to flap its wings, and tumbles to the ground! When it lands, it sends a shockwave out 10 feet.
Everyone within 10 feet of where it landed who isn't flying (i.e., Jan, Yessai, Mundarion, De'arv'ki, Hathnor, and Hozela) make a DC 20 reflex save or take 3d4 ⇒ (4, 4, 3) = 11
damage from a combination of the shockwave and debris.
Fragments of formerly-animated bone are strewn about by the crash, and the golem ceases to move.
G3 is now broken and out of the fight. The area where it landed is difficult terrain. De'arv'ki can shoot at another gargoyle instead, but it wouldn't matter since her shot missed anyways. Now, it would have been G3's turn., but since it is destroyed, it is Krezen's turn.

Jan Carpenter |

Jan has already moved to L8 (the map hasn't been updated since his move), so I don't think he is in the area of effect. But if needs to make a check:
Reflex DC20: 1d20 + 10 ⇒ (7) + 10 = 17

Jan Carpenter |

Oops, you are right. Jan does not need to save.
It is still Krezen's turn.
Actually, now that I think of it I'm not sure De would need to save either, since he is halfway up the wall.
If Mundarion's shot killed the gargoyle G3, can De switch targets to G1 for his shot? It should be still within 30 feet, so the roll would be the same.

Jan Carpenter |

Apologies for the delay - so after G3 collapsed, we can see no other gargoyles, correct?
No, they are now visible thanks to glitterdust. You are flanking G2 and may be able to take it out this round.
Jan, I noticed you spoke to Krezen - I will answer when I act ;)
Go ahead, but the question kind of answered itself, since they are now visible.

Krezen |

Thanks Jan!
Taking not of their advantageous position, Krezen smiles at the gargoyle - "Why would you put yourself in such a position? time to mow this one down Jan!" - and bashes it multiple times.
Silver Mace: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Damage if it hits: 1d6 + 12 ⇒ (3) + 12 = 15
Silver Mace: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Damage if it hits: 1d6 + 12 ⇒ (6) + 12 = 18
Silver Mace: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage if it hits: 1d6 + 12 ⇒ (3) + 12 = 15
Wow...

Deranged_Maniac_Beth |
Deranged_Maniac_Ben wrote:Oops, you are right. Jan does not need to save.
It is still Krezen's turn.Actually, now that I think of it I'm not sure De would need to save either, since he is halfway up the wall.
If Mundarion's shot killed the gargoyle G3, can De switch targets to G1 for his shot? It should be still within 30 feet, so the roll would be the same.
Yes, De can shoot at G1 instead. I was mistaken a couple posts back when I said a 22 missed--it hits (that's what I get for posting updates when I can't check my notes for their statblocks, gah.)
De'arv'ki's shot damages the flying gargoyle, though it survives.Krezen's first attack manages to crack the gargoyle's limbs, but it is still standing. His second and third attack are ineffective.
Sorjla, meanwhile, flies down and lands next to Yessai and Krezen, before firing her bow at the flying gargoyle:
1d20 + 8 ⇒ (15) + 8 = 23
1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 8 ⇒ (10) + 8 = 18
...but her arrows seem ineffective against it.
The second gargoyle, the one on the ground, prepares a flurry of attacks. It swings its claw at Krezen:
1d20 + 12 ⇒ (16) + 12 = 28
1d6 + 3 ⇒ (4) + 3 = 7
...and its other claw at Sorjla:
1d20 + 12 ⇒ (6) + 12 = 18
...while leaning over to bite at Yessai:
1d20 + 12 ⇒ (3) + 12 = 15
1d8 + 3 ⇒ (6) + 3 = 9
...and swinging its poison-tipped tail at Jan!
stinger: 1d20 + 12 ⇒ (7) + 12 = 19
The map has been updated. Gemheart's turn.

Gemheart |

Gemheart launches another blast of crystalline projectiles at G1.
ranged touch, piercing: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
damage: 5d4 ⇒ (4, 1, 1, 2, 4) = 12
if hit, the target's space becomes overgrown with crystal and becomes difficult terrain (though I imagine this would fall at some point). It isn't spelled out in the rules for the ability, but gravity does exist, I assume.
furthermore, the gargoyle must make a Reflex save DC 17 or be entangled (as the condition) unable to move. Then it makes another REF DC 17 (with a -2 due to the entangled condition's DEX penalty) or plummets to the ground (unless its flight is magical).
On its turn, it can take a move action to break free, using Escape Artist or a STR check, either one DC 17; or deal 18 damage to the crystal, which otherwise disappears after 1 minute.

Deranged_Maniac_Beth |
reflex save: 1d20 + 10 ⇒ (19) + 10 = 29
Gemheart's attack causes some scratches on the gargoyle, though its bones are resilient enough to resist most of the damage. Its unexpectedly quick flight allows it to evade entanglement, and Gemheart's crystals fall into the pit below with a clunk.
It is now Hathnor's turn (which any of you may take, as his stats are on the campaign info tab), followed by Yessai's turn (which any of you can take, due to OSW's absence. Or I can take Yessai's turn if necessary. One of you should take Hathnor's turn, though.

Bot-A-Tron 9000 |

Hathnorbot
Has a ranged attack and used his longbow last round so might as well keep doing that. Haste gives him 1 extra shot and a +1 to hit.
Hathnor continues shooting, this time at the glittering gargoyle above.
Longbow +1 haste: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d8 ⇒ 8
Longbow +1 haste: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 1d8 ⇒ 2
Longbow +1 haste: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 1d8 ⇒ 5

Deranged_Maniac_Beth |
Hathnor's arrows all connect, but the boney creature is able to shake off most of the damage.
Yessai steps towards the grounded gargoyle and swings her sword repeatedly:
1d20 + 7 ⇒ (18) + 7 = 25
2d8 + 2 ⇒ (6, 3) + 2 = 11
1d20 + 7 ⇒ (19) + 7 = 26
critical confirmation: 1d20 + 7 ⇒ (3) + 7 = 10 Nope
2d8 + 2 ⇒ (5, 3) + 2 = 10
1d20 + 2 ⇒ (3) + 2 = 5
Though she too is unable to cause the creature much harm due to its resilience.
The flying gargoyle stops flapping its wings, and vanishes with a crackle of lights before reappearing on the lower steps, between Gemheart and De'arv'ki--it can teleport! Upon landing, it rattles its teeth at Gemheart but does not have time to actually attack.
Jan's turn.

Jan Carpenter |

Jan twirls his quarterstaff and begins attacking the gargoyle between himself and Krezen.
Attack, flanking & fighting defensively. AC is currently 27.
Quarterstaff (TWF primary hand) +2 flank +3 divine favor, -2 fighting defensively: 1d20 + 11 + 2 + 3 - 2 ⇒ (8) + 11 + 2 + 3 - 2 = 22
damage +1 & +1d6 shillelagh, +3 divine favor, +sneak attack: 1d6 + 5 + 1 + 1d6 + 3 + 3d6 ⇒ (2) + 5 + 1 + (6) + 3 + (6, 4, 1) = 28
What happens next depends on if he is still standing.
----
If G2 is down:
Jan darts past the ruins of the dead gargoyle, trying to get to the one remaining beast. He ducks, trying to stay out of the hands of the gargoyle as he approaches.
Moving towards gargoyle 1. If the rubble of the dead gargoyle counts as difficult terrain I can get to I 11; if it is not difficult terrain I can get to H 12.
acrobatics to avoid AoO -5 full speed +5 daredevil boots: 1d20 + 14 ⇒ (17) + 14 = 31
----
If G2 is still standing:
Jan strikes a second time.
Quarterstaff (TWF off hand) +2 flank +3 divine favor, -2 fighting defensively: 1d20 + 11 + 2 + 3 - 2 ⇒ (8) + 11 + 2 + 3 - 2 = 22
damage +1 & +1d6 shillelagh, +3 divine favor, +sneak attack: 1d6 + 2 + 1 + 1d6 + 3 + 3d6 ⇒ (1) + 2 + 1 + (4) + 3 + (6, 2, 5) = 24

Deranged_Maniac_Beth |
Jan's first attack smashes through the gargoyle's skull, reducing it to a pile of rubble!
G2 is down. The area it was in is now difficult terrain.
De'arv'ki and Mundarion both fire projectiles twice at the sole remaining golem.
De's crossbow: 1d20 + 11 ⇒ (7) + 11 = 18
De's crossbow (Haste attack): 1d20 + 11 ⇒ (17) + 11 = 28
1d8 + 3d6 + 2 ⇒ (8) + (1, 2, 5) + 2 = 18
Mundarion's bow: 1d20 + 10 ⇒ (4) + 10 = 14
Mundarion's bow (Haste attack): 1d20 + 10 ⇒ (5) + 10 = 15
2d6 + 4 ⇒ (4, 3) + 4 = 11
Both are able to mildly scratch the creature, but nothing more.
Krezen's turn.

Krezen |

"We need to bring it down somehow - arrows do close to nothing!" - Krezen roars, drawing his own bow and shooting a single arrow at the remaining opponent.
Longbow: 1d20 + 11 ⇒ (20) + 11 = 31
Damage if it hits: 1d8 + 8 ⇒ (3) + 8 = 11
Longbow CRIT?: 1d20 + 11 ⇒ (5) + 11 = 16
Additional damage if it crits: 2d8 + 8 + 8 ⇒ (3, 1) + 8 + 8 = 20

Jan Carpenter |

Krezen's arrow is barely able to scratch the gargoyle.
"Try something blunt! My staff seems to work just fine!"

Jan Carpenter |

Jan, Krezen knows that (note he has been using a mace) - simply at range he can't deal any blunt damage (no blunt arrows or sling stones).
FYI the remaining gargoyle is on the ground now. You can try to get into melee while it is still there.

Deranged_Maniac_Beth |
Getting that error again where i cant post in gameplay. I hit submit and it acts like i hit preview and wont post for real.
attacking G1, preview shows 18 ranged touch to hit and 16 piercing damage
if hit, the target's space becomes overgrown with crystal and becomes difficult terrain (though I imagine this would fall at some point). It isn't spelled out in the rules for the ability, but gravity does exist, I assume.
furthermore, the gargoyle must make a Reflex save DC 17 or be entangled (as the condition) unable to move. Then it makes another REF DC 17 (with a -2 due to the entangled condition's DEX penalty) or plummets to the ground (unless its flight is magical).
On its turn, it can take a move action to break free, using Escape Artist or a STR check, either one DC 17; or deal 18 damage to the crystal, which otherwise disappears after 1 minute.
reflex save: 1d20 + 10 ⇒ (8) + 10 = 18
The gargoyle is somewhat damaged, but avoids being entangled by the crystal, though its space is now harder to move in.It's already on the ground, so nothing falls.
Hathnor approaches the gargoyle, taking an attack of opportunity in the process:
Gargoyle's AoO against Hathnor: 1d20 + 12 ⇒ (12) + 12 = 24
1d8 + 3 ⇒ (3) + 3 = 6
Hathnor makes it to the gargoyle, and swings his hammer at the monster:
warhammer: 1d20 + 13 ⇒ (17) + 13 = 30
1d8 + 8 ⇒ (6) + 8 = 14
causing some minor cracking.
Yessai moves onto the rubble and also swings her sword at the gargoyle:
1d20 + 7 ⇒ (2) + 7 = 9
but her luck isn't so good.
The gargoyle bites at Hathnor:
1d20 + 12 ⇒ (13) + 12 = 25
1d8 + 3 ⇒ (1) + 3 = 4
swings one claw at Yessai:
1d20 + 12 ⇒ (20) + 12 = 32
1d6 + 3 ⇒ (4) + 3 = 7
swings the other claw at De:
1d20 + 12 ⇒ (2) + 12 = 14
1d6 + 3 ⇒ (1) + 3 = 4
while its poisonous tail swings at Gemeheart!
1d20 + 12 ⇒ (15) + 12 = 27
3d4 + 3 ⇒ (2, 3, 2) + 3 = 10
Gemheart must also make a DC 20 fortitude save vs its strength-reducing poison.
Then it's back to Jan's turn.

Jan Carpenter |

Jan steps carefully forwards, ducking under the sweeping tail of the gargoyle.
Moving up to G12, beside Yessai, and Flanking the Gargoyle with Gemheart. Acrobatics to avoid an AoO.
Acrobatics+5 Boots: 1d20 + 14 + 5 ⇒ (8) + 14 + 5 = 27
He then twirls his quarterstaff, and strikes, aiming for the base of the gargoyle's spine.
Quarterstaff +2 Flank +1 Bard song +3 divine favor -2 power attack -2 fighting defensively: 1d20 + 13 + 2 + 1 + 3 - 2 - 2 ⇒ (7) + 13 + 2 + 1 + 3 - 2 - 2 = 22
damage +1, +1d6 shillelagh, +1 bard song, +3 divine favor, +6 power attack +3d6 sneak: 1d6 + 7 + 1 + 1d6 + 1 + 3 + 6 + 3d6 ⇒ (1) + 7 + 1 + (3) + 1 + 3 + 6 + (5, 1, 6) = 34
"Ha! Take that you bag of bones!"

Deranged_Maniac_Beth |
Jan is not nimble enough to avoid being exposed during movement:
gargoyle's AoO: 1d20 + 12 ⇒ (4) + 12 = 16
though the creature's teeth aren't able to hurt the aasimar.
Ooh! Jan's quarterstaff barely cracks open the creature's spine, and it ceases to move. It is just barely broken!
Combat over: you won!
As the final gargoyle ceases to move, an eerie silence envelopes the Grand Stairway. The boney devil-creature is utterly still, yet its empty eye-sockets continue to glow with a dim red hue. But for now, at least, the way to the second floor of the Pyramid is once again clear.
After a few moments of exhausted panting, the dragonborn Hozela remarks timidly
"I--I am not sure I deserve to be fighting alongside thee anymore."
Those who inspect the shattered remains of two of the gargoyles, or the mostly-intact body of the third, discover
What remains of the golems' stingers are still wet with a fiendish poison, and, unlike the bones, it doesn't appear to be fading. You can recover 3d4 ⇒ (3, 2, 2) = 7 vials of their poison if you want.
However, these golems did not carry any weapons of their own, aside from their bodies. They don't seem to have any non-poison treasure on their remains.
Knowledge (the planes) 20

Jan Carpenter |

perception: 1d20 + 8 ⇒ (2) + 8 = 10
Jan shrugs.
"Everybody okay?"

Deranged_Maniac_Beth |
As Gemheart's and Jan's eyes seem off today, Mundarion examines the gargoyle's remains as well:
Mundarion's perception: 1d20 + 13 ⇒ (5) + 13 = 18
And since his sight seems to be hindered by the mental exaushtion of the battle, Sorjla takes a look as well:
Sorjla's perception: 1d20 + 10 ⇒ (8) + 10 = 18
As does Hozela...
Hozela's perception: 1d20 + 8 ⇒ (15) + 8 = 23
"The gargoyle's remains, they are fading."
The dragonborn remarks,
"I cannot say to where, but they are dissipating slowly, either out of existence or to another plane. At least, the bones are. The poisonous stingers seem solid. If any of you deal in poisons, you might be able to recover some. These creatures seem to have nothing else of value, as their bodies were their weapons, and they are fading. "
Sorjla, in spite of her poor vision, comments
"In the decades I hath spent trapped in this demiplane, it is always one faction or another of the Pyramid's captives who seemed the most powerful. The inherent defenses of the Pyramid, such as the constructs that used to guard this stairwell, were always much less dangerous than the beasts thou hast just destroyed. What doth it mean if the Pyramid itself seems to be getting stronger? I knoweth not how it hath occurred or what it means. Perhaps one wiser in the lore of the Pyramid would know."
At any rate, there doesn't seem to be much more you can find in this chamber.

Gemheart |

"I've little knowledge of poisons. If one of us can make use of it, or trade it for better goods, then we should do so."
"As for the increased danger of the pyramid... perhaps it is reacting to our upsetting the 'natural' order of things."

Jan Carpenter |

"I have no use for poison. I'd be just as like to poison myself, and only a fool envenoms a blunt weapon."
"Is there likely anyone in the pyramid that might trade for it?"

Deranged_Maniac_Beth |
"Well, that is that, then,"
Hozela responds.
"Some of my former comrades may be skilled with poison use, though they may be less than sympathetic to your goals. The leader of my tribe hath developed a cruel persona since entering the Pyramid, yet he and many of his followers seem content here. In any event, if it is still your desire to seek out the Otyugh Empress in the Shadow Halls on the third floor of the pyramid, the way forward now seems to be clear, at least back to the second floor."
Sorjla flutters around Krezen's head, and hums,
"I am drained and would need rest to recover my divinely granted energy."
You might also want to decide on a use for the large number of weaker NPCs following you. They're all non-gestalt and won't be leveling much if at all, so you may be able to think of something better than having all of them fight along side you.

Jan Carpenter |

"The way seems to be clear for now. I think we should press on."
Jan turns to Sorjla and Hozela.
"Don't feel you need to fight alongside us. If your reserves are depleted, then just stay behind us. If a battle comes up try to stay out of sight. You can be useful in other ways."
I'm all for establishing a "base" but having fought past these guys I don't want to have to fight through here again. We may as well continue for now and "park" the NPCs later when we get a chance.

Deranged_Maniac_Beth |
Slowly you make your way to the top of the grand stairway. At the top sits a gargantuan stone door etched with runes, which is unlocked.
Beyond the door, on the second floor, a 20-foot wide corridor stretches to the south. It ends in a set of double doors. Just past the entrance to this floor, a second corridor leads to the east. Seven leering, aberrant faces hang on the walls here. Or, they might be leering, but the faces seem to be dead now. Two flank each door, and another three are evenly spaced along the western wall, across from the door to the east. The idols are vaguely humanoid, with long horns and mouths that gape open, revealing darkness beyond. Each face is 4 feet tall, with the mouth accounting for 3 feet of that length.
The floor is carved of marble, but has jagged cracks running throughout it, and shards of sharp rock just up from various places on the floor.
If you weren't looking carefully, your foot would fall on a sharp piece of marble. But since Gemheart has already been here and would presumably warn the others, you avoid stepping on a spike.
From the corridor to the east, there is a sudden clumping of boney paws against stone. Momentarily a group of four creatures run into view. They seem to be animated skeletons, but what should be their bones are black as obsidian. The skeletons, if that is what they are, resemble wolves. They speak in a deep eerie voice, though their words seem aimed at each other and not you.
"They come from above, take flight quickly! They would bring us back."
The wolves seem to be trying to dart around you, and run towards the grand stairway.

Deranged_Maniac_Beth |
Reminder that a map of the second floor can be found in the campaign short description. You've just entered from the first floor, so you are at the northwest corner of the map (the door to the top of the Grand Stairway is just above A29-D29. The wolves are coming from the E35-M39 corridor to the east. The map only shows the parts of the floor which Gemheart and the others had explored before Jan and Krezen joined, so Gemheart knows the whole map whilst Jan and Krezen can only really see the chamber they are in and the immediate surrounding areas.

Jan Carpenter |

Jan looks at the strange wolves, and steps aside to let them pass.
Is there a knowledge check that's appropriate there? Maybe knowledge planes?
Knowledge (planes): 1d20 + 10 ⇒ (7) + 10 = 17
He looks down the corridor they came from.
"Is that where we have to go?" he asks Gemheart.
He listens closely to see if he can hear anything following the wolves.
perception: 1d20 + 8 ⇒ (3) + 8 = 11