Grelthe, the singing Paladin |
Kn.Religion: 1d20 + 3 ⇒ (18) + 3 = 21
Grelthe barely remembers hearing about an ancient Thassilonian God called the "Peacock Spirit" - a mysterious and esoteric god of mind, body, and soul, whose worship ended with the empire's fall.
Grelthe, the singing Paladin |
Grelthe remembers "Didn't someone get a feather from a different statue earlier on - was it Aatish maybe? Maybe if there is still residual magic it will regard her as a friend?"
Grelthe, the singing Paladin |
Seeing the door turn into a fleshy wound kinda freaks out Grelthe low-key. "Well, we got it open. Now... I guess we go in, right?"
The door freaks her out a bit, so she will want to make sure it won't close behind her and lock her out if she goes into the next room.
Grelthe is willing to approach the statue to examine it, but that isn't her strong suit, so will wait to see if anyone else takes the lead. If the floor writing is visible when standing near the statue then she would inspect it as well. Maybe asking if she can hold Aatish's lucky feather while she does so, just in case.
Aatish e Khorshid |
“I’ll go in!“ she says and enters.
GM Mauve |
Both Aatish and Tavon step on in through one of the "doors" wounds that opens up as they approach. They see the statue/shrine that Grelthe identifies as the Peacock Spirit, an ancient Thassalonian deity. They also notice the inscription in the western section of the room. Though disgusting to look at, the "door" is just that.
The door looks like it was affected by stone to flesh when the rune was inserted into the depression
There is a hidden compartment that has a green feather - feather token (bird).
Aatish e Khorshid |
percpetion : 1d20 ⇒ 1
Andros Therinor |
odd...could have sworn i posted...weird...
Andros follows the others in after saying a quick prayer.
spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18
He moves over to the statue.
perception: 1d20 + 4 ⇒ (18) + 4 = 22
Ooh..look at this... Andros says excitedly as he holds up a feather.
GM Mauve |
Andros finds a nifty little green feather in a hidden compartment, barely visible in the back of the shrine.
The door to the west is heavy stone and is sealed tightly.
Unless you are exceptionally good at directions or made a map as you went, you probably don't realize the door leads back to the entrance hall.
"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."
Grelthe, the singing Paladin |
wisdom: 1d20 + 0 ⇒ (18) + 0 = 18
"Perhaps 'sleepers awakened' is a reference to the undead that have been popping up? I wonder what the rest of it means..."
Is the door open-able from this side? Need a strength check or what?
Aatish e Khorshid |
Aatish uses the chime on the door.
1d20 ⇒ 14
Grelthe, the singing Paladin |
Grelthe will suggest backtracking to finish exploring some of the rooms they passed earlier before going to the N door of the foyer (that I assume leads straight up the middle).
GM Mauve |
As Grelthe suggests backtracking to explore some rooms they passed earlier, she hears a *click* come from the statue room they just came from. Looking at the "wounded door", she (and everyone else) notices that it begins to lose its pulsating form. After about 6 seconds, the door returns to normal - heavy stone with a specific rune shaped hole. Only this time, the Pathfinders are on the other side of the door.
Grelthe, the singing Paladin |
GM Mauve |
Andros follows Tavon down the hallway to the west to a room they missed in their prior exploration. So they decide to try it. The door is solid wood. Unfortunately, it seems locked. No... the door opens a bit. There seems to be something on the other side, a bar perhaps. The door seems easily breakable either way.
?: 1d20 + 9 ⇒ (16) + 9 = 25
?: 1d20 + 9 ⇒ (19) + 9 = 28
You hear the sound of two creatures moving about on the other side. You hear a few words traded between them in Common, such as lustspawn, Fisk[i], and [i]flank. Otherwise, the conversation they are having is too faint to hear.
Grelthe, the singing Paladin |
I literally cannot make that check, lol +0
If the bar seems easily breakable, Grelthe will volunteer to smash (if no one stops her). (Strength check or weapon damage? IDK if we could get a weapon in the gap)
Grelthe, the singing Paladin |
AH the DOOR seems easily breakable - I thought you said the BAR my bad.
Grelthe will kindly thank Andros, but push off the offered Morningstar in favor of her own. But first she will try a Strength check, just to see how sturdy the door is. She has the Morningstar ready to go in her hand, and tries kicking the door.
STR check: 1d20 + 4 ⇒ (16) + 4 = 20
If that fails then she will use the Morningstar.
GM Mauve |
Both the bar and the door are easily breakable! Though the bar is on the other side of the door and you can't really reach it.
Grelthe pushes her body weight into the door. With a *snap* and a *creak* the door swings open.
Tavon: 1d20 + 3 ⇒ (19) + 3 = 22
Grelthe: 1d20 + 1 ⇒ (6) + 1 = 7
Roomba: 1d20 + 5 ⇒ (14) + 5 = 19
Aatish: 1d20 + 8 ⇒ (8) + 8 = 16
Rachel: 1d20 + 4 ⇒ (14) + 4 = 18
Andros: 1d20 + 1 ⇒ (19) + 1 = 20
orange: 1d20 + 3 ⇒ (4) + 3 = 7
blue: 1d20 + 3 ⇒ (1) + 3 = 4
Inside, she spots two tengus huddle up in the southwest corner, hugging each other. "Ah! The lustspawn. It's after us! Attack it Izzik!" one of them yells without looking in the direction
"Not a lustspawn, Skezza. But other monsters. An orc! Attack it. Don't worry, I'll protect you friend." The other yells.
Both tengus seem terrified but neither react fast enough. They both do look like they will attack. It might be possible to talk them down. In one of the rooms just north of here, you guys had found a fresh tengu skeleton/corpse that Andros identified.
==========================
Round 1
Tavon
Andros
Roomba
Rachel
Aatish
Grelthe
Orange tengu
Blue tengu
Everyone is up!
Roomba |
"Unknown lifeform identified. Analysis: sentient, agitated state, potential threat."
Roomba steps forward and asks the tengus, "Query: Since we have killed the lustspawn, do you still intend to attack us?"
Grelthe, the singing Paladin |
Grelthe is going to use her 1/day ability "Irritable Diplomat." Gotta say though, I love that they are being slightly racist right now, cause it totally plays into the RP of my ability <3
Grelthe sighs when they identify her as a "monster." But she was used to that attitude. She represses the irritation and smooths out her tone of voice and smiles affably, putting her Morningstar back in her belt hook. "Relax, friends. We are not here to injure you, but only to investigate some missing corpses, and to clear this building of monstrous threats. To such end, we have already killed the Lustspawn, as my friends have mentioned, as well as many other vicious creatures. It cannot hurt you anymore. If you would like to travel with us, we offer freely to help protect you."
Diplomacy (Irritable Diplomat): 1d20 + 6 + 5 ⇒ (8) + 6 + 5 = 19 (Hopefully with some assists)
If I fail by 5 or more (that would cause an NPC’s attitude toward me to worsen) I can use "Amiable Blunder" to roll a second time - I assume since it's technically a separate roll I don't get to keep the same bonuses.
Aatish e Khorshid |
Aatish also takes her hands up.
“Please! We don’t want to fight!“
diplomacy : 1d20 + 8 ⇒ (20) + 8 = 28
Grelthe, the singing Paladin |
Aw snap look at Aatish! Man, now I'm sad I spent my cool daily ability, lol. naw kidding I was already sad cause I rolled <10. :(
GM Mauve |
The tengu Skezza yells out: "I don't believe you! You killed Fisk! You mon..."
The other tengu, Izzik, holds up his hand over Skeeza's mouth. "Stop. They're not monsters. Look at them. Just normal... people?" He looks the group up and down. "We believe you. We're tense since one of those... things killed our friend. You said you killed it?"
Skezza joins in, "Are you sure they can be trusted?"
"For now. They don't seem like they will kill us at least. Excuse us... We snuck in here through a tunnel to the west. We will leave that way now that everything is clear. Right Skeeza?" Both seem tense, but both sheath their weapons.
"We didn't explore far. We saw some strangely preserved bodies and a trapped statue. We holed ourselves up in this room after Fisk died to the lustspawn. Creepy creature."
The two tengus push pass the Pathfinders if you let them and head to the south western passage. If you follow them, it is a very tight squeeze for several hundred of feet before leading to an exit.
Examining the room, biers of solid gold is encrusted with glittering gems which lie against walls of this chamber. Golden candelabras stand nearby, empty of candles, and the walls depict a glorious afterlife filled with riches and luxury, painted in bright pigments and gold leaf.
However, a close look reveals the gold is just a thin plating and the gems are only paste replicas or semiprecious stones. It is possible to scrape off the gold veneer, but it would take several hours.
Grelthe, the singing Paladin |
Grelthe will immediately begin some light friendly questioning "Since we are friends now, do you have any information that could help us survive here? Where were these preserved bodies? Can you tell us where the tunnel exits in case we need a getaway? How long have you been trapped down here? Do you need any water?" but allow them to pass by unmolested, just following them to finish chatting and stopping before the tunnel.
Have we already come across both the things they mentioned? It's been a big map and we're taking a weird route, lol
GM Mauve |
You encountered the bodies here. The staute they mention is the one to the room just to the east.
"Uh, can you fly? Glide? Climb? Like falling? If not, then not sure you should leave that way. The only way out is to climb a sheer cliff once you exit. Or fall hundreds of feet."
"We only explored three or four rooms nearby. Would've explored more if Fisk didn't die. This place seems ripe with treasure. But alas, our companion is dead and we have no desire to continue." The tengus talk as they pass.
"No water. We've only been here a day or two. Maybe a week. Not sure, time flies when you're scared."
Grelthe, the singing Paladin |
The quest-giver didn't mention how long they had been having this problem of missing bodies, did they?
Andros Therinor |
Here...you need it more than I do... Andros says as he hands over a waterskin. I can make more tomorrow, thankfully. Wait...the trapped statue? I think we saw that... the priest says as he describes the room where that fits that description.
GM Mauve |
Skeeza points to the statue in the room right to the east. "That's the one. It creeped us out. Couldn't go any further in that room."
Before the tengus leave, Izzik asks, "You're sure you killed the lustspawn? Can you watch our backs while we retrieve the body of Fisk? Then we're outta here. This place is not worth it."
GM Mauve |
The tengus grab the body of Fisk from one of the rooms and practically run down the tunnel. "Adios." One of them says. The other responds "This place is terrifying. Why'd we come here?"
If you know anything about Kaer Maga, it sits atop a sheer cliff, thousands of feet tall. There are statues/faces that border the wall, depicted here. The tengus claim to have climbed through one of the eye sockets of these giant statues.
Where do you go next? Lots of unexplored rooms.
GM Mauve |
Tavon suggests moving to the northwestern most room - one with a strange seven pointed star on it.
The seven-pointed star is a Sihedron Rune, an ancient symbol representing the seven schools of Thassilonian magic.
Tavon tries the heavy stone door and it's locked with an intricate locking mechanism, much heavier than the wooden door to the tengu room.
Grelthe, the singing Paladin |
Grelthe raps the door with her knuckles. "This one might be harder to knock down with brute strength. This odd symbol might be a clue how to open it, but I don't recognize it. Anyone?" She looks toward her companions.
Grelthe, the singing Paladin |
(Grelthe is fine leaving this door unexplored, but if encouraged to destroy it by her companions she will choose her morningstar, two-handed power attack.)
GM Mauve |
To move us along, Grelthe damages and eventually breaks open the door. It leads to a tunnel to a subterranean level of an ancient Thassilonian prison beneath Kaer Maga. It is not part of this adventure. But if you want to learn more about the prison, read pages 53-54 of City of Strangers.
Where do you go now? Several unexplored rooms.