Wow, not sure what happened, but someone really messed up the map. It's fixed.
Is anyone going to attempt to search/disarm traps on the door, or anything like that before opening it? Also, who would like to actually open the door, and what is the marching order? I just kind of placed everyone on the map.
Init: 1d20 + 0 ⇒ (6) + 0 = 6
Perception: 1d20 + 2 ⇒ (18) + 2 = 20 (Darkvision)
Init: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 5 ⇒ (14) + 5 = 19 (Darkvision)
Init: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 9 ⇒ (2) + 9 = 11 (Low-Light)
Init: 1d20 - 1 ⇒ (13) - 1 = 12
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Init: 1d20 + 3 ⇒ (2) + 3 = 5
Perception: 1d20 + 2 ⇒ (6) + 2 = 8 (Low-Light)
Init: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Init: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 8 ⇒ (3) + 8 = 11 (Low-Light)
Elwyn (20) [P11 Low-Light]
Leonel (15) [P23]
Griflet (14) [P19 Darkvision]
Evigail (12) [P16]
Angruf (6) [P20 Darkvision]
Garak (5) [P11 Low-Light]
Grundle (5) [P8 Low-Light]
As you are heading out, VC Adril Hestram asks Grundle and Griflet (and Garak) to stay for a moment.
After the others are gone, he pulls out a letter and hands it to you, stating that he has mail for you from one Major so-and-so. As you take it, you catch the sent of a pleasant smalling sawdust, but also of an oil native to the wilds of Andoran. The letter reads:
Defender of Democracy,
Rumors flow fast and furious about the exact nature of the Blakros trade across the Inner Sea. Officially, of course, everything is completely legitimate, but we have reason to believe that the Blakros family is also involved in trade of a darker nature. If you can find any documents proving these allegations, they would aid our cause immensely. If they can also be used to point blame at either Taldor or Qadira, so much the better.
Bring any such papers you find to me at once. My agents tell me that Imrizade returned to Absalom with a small metal container. We have suspicions of its dark origins and wish to hide it far from prying eyes. If she still carries it, take it from her and return to me and you will have done all of humanity a great service.
In Service to Freedom,
Captain Colson Maldris
I have time now, so I am writing up some things that happen after the door is actually opened. I'm not skipping it as much as will "retcon" anything you want to attempt before opening th door, such as searching for traps. :)
Garak begins to examine the door, but finds it is unlock, and seemingly not trapped. As he opens the door,
Bones of the Past
The doors open with a grinding creak, revealing a large room filled with monsters of all shapes and sizes. Giant skeletons and stuffed taxidermic monstrosities are frozen in poses of snarling ferocity, while mummified corpses lie in sedate repose in ornately carved sarcophagi. As silent as a tomb, the air in the hall is stale and musty. Two large signs as banners for the various exhibits, one reads The Honored Dead while the other reads Hunting the BEASTS of LEGEND. Across the room is another door, boasting a small sing that simply says "Storeroom 3".
The room's ceiling is 20ft high, and throughout the room are unlit oil lamps, leaving the room in normal darkness.
Please reread the above appropriate spoilers, as this is when they happen.
PS, have fun with that. . . You are all crazy lunes.
Leonel takes up a defensive stance with his sword, suddenly concerned that his fellow pathfinders may turn on him.
"Is... everyone alright?" he asks timidly, fearing he may suddenly be outnumbered by living undead.
"There is a corruption here - and it is not me. That is not me."
"Griflit - did you say something?"
Griflet is breathing heavily as well as making bestial growls. He soon quits.
"Hahhhh, I, I don't know...I..." he pants as he stares at the blood on his hands.
"Leonel, this is not a good subject for humor. There is something unclean down here, and I think it has affected some of us more than others. Let's make sure Griflet is well enough to proceed."
"The let's find the girl, and leave this place forthwith. The only thing that can make me feel better about staying would be a way to remove this filth from existence."
Has anyone lit a torch or other light source? If not, only those with Darkvision can really se anything past a few squares, while Low-Light vision about half the room.
(If you can se see) - As you step in, you see a variaty of creatures of legend and myth. In one corner is a Chimera (top left), along one wall are mummies on display in different positions (bottum), showing a portion of the process of their creation and burial. A massive dinosaur skeleton (top mid-right)in near the door, and cobwebs and dust cover the dark room. The air is stale and smells of odd chemicals. Ahead of the door is an armored dwarven warrior with a plaque that reads "Tar Taargadth, hero of the Search for Sky". Chills crawl down you neck as you cross the threshold, and your uncertain if it is from the cold, your mind running rampant with thoughts of what monsters might hide in the dark, or something else.
Angruf mutters briefly to himself, waggling his fingers a bit, and casts, 'detect magic'.
'Someone may find it darkly humorous to animate some of these noble creatures. Or they may believe it a sound security measure. I would certainly hate to see any of these mountings damaged - but better them than us.'
With Detect Magic, it is a 60ft Cone, which would allow you to see basically 1/2 of the room at a time. Which half would you like to scan? From where you are, you could essentually do (your) left wall to about the dinosaur, or the dinosaur to the right wall (to you).
|Grundle Farbon PFS|
Sorry I was out for a bit
As the door slides open, Grundle stiffens and his jaw clenches so tightly the sound of his teeth meeting each other can be heard by anyone close by. His eyes peeled back in horror he drops one of his flails unthinkingly. The sound of the heavy head striking the ground doesn't seem to shake him from his reverie.
After a few nauseating seconds, Grundle screams as loudly as terror will allow. "NEVER AGAIN!!!!! I'LL NEVER HANG AGAIN!!!!!!!" He grabs the spiked chain looped around his torso so hard that his hands begin to bleed.
The next solid thump on the ground is Grundle, apparently passed out from whatever happened in his mind. His breathing is ragged and racked with an intermittent sob.
Gonna run with this, thanks DM Beckett for working in the backstory!
Damage from gripping spiked chain1d6 ⇒ 6
Will save (we'll say a DC 15)1d20 - 1 ⇒ (4) - 1 = 3
If I fail this I'll be shaken for 1d5 ⇒ 1 minutes.
Griflet has started hyperventilating again while muttering to himself. Grundle's flail striking the floor is the last straw. Springing ahead, he screams:
"Away foul demoness!!! I'll never join you!!! NEVER!!!!" he draws his greataxe and stands there, tense, waiting for something.
|Evigail 'Seaweed' Brandiday|
Seaweed steps up and places a hand on Grifflet's shoulder. "Relax friend. I know not what demons have you. Know though, that you do not have to fight them alone. Pathfinders are rarely alone, and while you are with me, the Wind and the Waves is with you as well." Seaweed whispers a blessing and the sound of wind moving across waves responds.
casting resistance which lasts 1 minute, will save to resist
Beads of sweat form on Elwyn's forehead and begin to trickle down his face. "What the ... no its not real ... then why is it so hot in here? Leonel is it really hot in here?"
Seeing Griflet's outburst and Angruf response Elwyn draws his rapier ... at least he thinks he does, at the same time it seems like he is watching himself from the middle of the room and looking throigh his own eyes. But its a daze and though he wills himself to move his body doesn't respond.
Finally, the muted tones and shades of the room come more clearly into focus, he can hear his own breathing and feel his pulse. He grips his blade and draws it quickly, moving more into the room so that his back is against the wall, facing the dinosaur.
Leonel moves his Dancing Lights around the room, scanning slowly for anything that looks like it might perhaps move when it ought not.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
|Grundle Farbon PFS|
Grundle twitches on the floor once and moans about tentacles and not being able to move. The blood from his hands flows freely and pools on the floor underneath him.
Some one may need to something ... Well about the guy slowly bleeding to death... Ether finish the job or heal him.... Ether way I'm cool Garak states switching to his rifle taking aim at the various skeletons that seem to be in the dwarf detect magic come them mumbles some thing like come on you boney creatures make a move...
As you begin to slowly enter the room, nothing but the ambient dust moves. The Dancing Lights cast long shadows, causng your minds to see threats where there are none or to wonder what is hiding in the areas just out of sight. non-combat round 2
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Angruf continues to investigate the magical auras of the room, with particular attention to any magics affecting Grundle or Griflet.
spellcraft: 1d20 + 0 ⇒ (9) + 0 = 9
perception: 1d20 + 2 ⇒ (5) + 2 = 7
"There is something magical about the mounted chimera - have a caution."
Leonel's body goes rigid as he feels his barbarian senses prepare him for battle.
"No one panic, but I believe we are in danger here."
If you'll permit me non-combat actions (moving Dancing Lights doesn't require an action), I'd like to assume full defense for now.
Elwyn should be one to the right and two down from Garak on the map
As the others scan the room Elwyn abruptly pivots and lets out a yell, seeming to attack th wall behind him and then stops all of a sudden. He shakes his head and quickly turns around.
"Something's not right here, its in my head, making me see and hear things. We've got to flesh whatever it is out and make it stop ... who knows how powerful this thing is."
Elwyn tries to use his keen sense of perception to examine the room for signs of the threat.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
|Grundle Farbon PFS|
Grundle wakes up at Elwyn's yell, looking first at his hands, then at the flail on the ground. He grits his teeth and unclamps his hands from the spiked chain. His breathing is still ragged, "What....the....hell...was that?"
He crawls towards the dropped flail and winces as his hand tightens around its grip. He rips a piece of cloth off of his clothes and uses it to tie his hand shut around the flail.
He climbs unsteadily to his feet, glances around the room, and says, "What's happenin'?"
His normal look unconcerned indifference is broken by the fear in his eyes.
|Evigail 'Seaweed' Brandiday|
Seaweed recognizes belatedly the blood on Grundle's hands. "Here, let me take a look at that." After seeing the wounds, the priest curses for not getting the healers kit when the chance presented itself. "I'll do what I can for now, but stay close to me." heal check: 1d20 + 10 ⇒ (7) + 10 = 17
|Grundle Farbon PFS|
Grundle, unused to a gentle touch, stiffens at the priest's ministrations. "Ehm...thanks, I guess." he says with a little less gruffness than before.
Leonel, still outside the room assumes a defensive posture, anticipating an offense.
know(arcana): 1d20 + 1 ⇒ (14) + 1 = 15
"Let's move through, if we're ready. The magic appears to have been recent, but not currently active - I'll keep a weather eye out. A cursory search of the area, then 'Storeroom C'?"
Angruf casts his gaze around to the other side of the room, and begins an evaluation, hoping his compatriots will follow his advice and search the room for less arcane clues.
know(arcana): 1d20 + 1 ⇒ (15) + 1 = 16
spellcraft: 1d20 + 0 ⇒ (15) + 0 = 15
perception: 1d20 + 2 ⇒ (16) + 2 = 18
Leonel moves into the room, going towards the closest motion he spotted.
"I believe there may be an abomination over here..." He trails off as he advances defensively.