Zib-zib
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Zib-zib will wait on the others and let the bigger guys go first. He keeps his spirit sense up and will immediately relay any pings he gets.
Hskomoro
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Hskomoro enters after the dog, looking around for magic auras.
Detect Magic
Assuming he finds nothing, he peeks into the pit (still checking for magic) and starts pulling rope from his pack. "The notess sstate he knocked everything into the pit, and took a ring from the sskeleton."
"Iss there anywhere to ssecure a rope?" he asks, looking around for anywhere suitable. Barring that, possibly a section of floor where a piton could be lodged without causing more damage.
Ninnic
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”I know the MonkeyFish ability, so I can climb down there, if needed. I’m not particularly strong but maybe I could take the rope and tie it around the stuff and you all could pull them up and get them fixed up nice…”
Zib-zib
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"Klic-klac can fly. Klic-klac can help bring stuff up, ribbit!" Zib-Zib claims patting the head of the giant mantis.
Sidney Moncrief
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Sidney flexes and prepares to anchor any rope. He goes through an exaggerated stretching routine rippling abs and biceps in turn.
"I got this!!"
GM Qstor
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Hskomoro enters after the dog, looking around for magic auras.
Detect MagicAssuming he finds nothing, he peeks into the pit (still checking for magic) and starts pulling rope from his pack. "The notess sstate he knocked everything into the pit, and took a ring from the sskeleton."
Hskomoro doesn't detect any magic in the room.
Sidney flexes and prepares to anchor any rope. He goes through an exaggerated stretching routine rippling abs and biceps in turn.
"I got this!!"
STR check please let me know who is the primary and who is aiding
Hskomoro
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Not finding anywhere safe to anchor the rope, and with Sidney obviously eager to lift, Hskomoro accepts the inevitable.
He ties his two ropes together and hands one end to "Klic-klac". He then prepares to aid Sidney's lift.
Aid Another Strength: 1d20 + 3 ⇒ (14) + 3 = 17
| Klic-klac |
Klic-Klac grabs at the rope and will aid pulling as directed.
Str aid: 1d20 ⇒ 17
Zib-zib
|
"That's it, ribbit! Good job, Klic-klac! Maybe I can help too?"
Str aid: 1d20 - 1 ⇒ (6) - 1 = 5
"Whoa!" Zib-Zib is lifted up, dangling from the rope. "oops!"
GM Qstor
|
I tried to post an aid and succeeded, but for some reason it didn't show up. Should I roll it again or just go on my word?
it's fine. I'll take your word for it
Sidney flexes his muscles and with the help of the other Pathfinders is able to haul the broken sarcophagus up and you gather the old bones. You also find a ring at the bottom of the pit.
what do you do?
Ninnic
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”Looks like this broken stuff would be a good candidate for using the rock that fixes things, wouldn’t it,” Ninnic says as he looks it over.
He also casts Detect Magic on the ring.
Zib-zib
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"Yes! Let's fix it with the magic stone. Are the old bone from this sarcophagus? Ribbit?"
GM Qstor
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”Looks like this broken stuff would be a good candidate for using the rock that fixes things, wouldn’t it,” Ninnic says as he looks it over.
He also casts Detect Magic on the ring.
The ring doesn't detect as magic. It looks Shoanti in origin.
"Yes! Let's fix it with the magic stone. Are the old bone from this sarcophagus? Ribbit?"
From the evidence you guys believe the bones ARE from the sarcophagus.
Zib-zib
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Zib-zib helps with the skeleton and the ring, to put them back together as he chants a short hymn in honor of the dead.
For the others it seems like he's just croaking in concentration.
Zib-zib
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"The directions said the north room from here was empty, ribbit. Should we check anyway?"
Zib-zib
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Zib-zib will check the door for traps or magic or anything weird but let the fighters open it if looks safe.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
"Oh, there's a bug here! Ribbit! So tasty! ...Uh? Oh yeah, the door seems safe, croak."
Hskomoro
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Hskomoro taps himself with a wand before making his own investigation of the northern door and opening it.
W: Heightened Awareness
T10 Perception: 10 + 7 + 2 = 19
GM Qstor
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Hskomoro moves without danger to the room directly to the north.
This large, mostly empty room features two statues and an
incomplete staircase to the north. A door exits south.
you don't see anything that can be done to repair the damage caused by the Society in this room. Where to next?
Hskomoro
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Hskomoro pulls out his reference material and finds something. "They are "Bonesslayerss", whatever that meanss."
T10 Local: 10 + 6 + 2 + 2 = 20
"Easst from the water room?" he suggests. "Lumketal went there, and may have broken ssomething."
GM Qstor
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Hskomoro pulls out his reference material and finds something. "They are "Bonesslayerss", whatever that meanss."
[dice="T10 Local"]10+6+2+2"Easst from the water room?" he suggests. "Lumketal went there, and may have broken ssomething."
did you mean north or west?
assuming you went north
Clay statues line the walls of this claustrophobic hallway. The smell of dirt and dust hits your nose.
Zib-zib
|
If nothing jumps out on his detect spirits, Zib-zib takes a note of the shoanti scripture to copy it.
"We could show this to the nice spirit maybe she can tell us what it says, ribbit!"
Ninnic
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Ninnic grins and casts Comprehend Languages. He looks at the statues and describes the titles.
”This is in Shoanti. There’s an eagle with the title, Story Seeker. A horse titled, Meadow Grass. A griffon, Meditates in Sunlight, and finally a bat, which says TranquilSh adow.”
Not sure if that last one is a typo or not, GM.
GM Qstor
|
Ninnic grins and casts Comprehend Languages. He looks at the statues and describes the titles.
”This is in Shoanti. There’s an eagle with the title, Story Seeker. A horse titled, Meadow Grass. A griffon, Meditates in Sunlight, and finally a bat, which says TranquilSh adow.”
Not sure if that last one is a typo or not, GM.
oh it's supposed to be Shadow.
After a through search of the area. The Pathfinders detect no magic. They think from investigation that the there are small gnome sized tracks heading to the northern chamber.
GM Qstor
|
The party heads to the North.
Twin staircases lead to a raised stone platform overlooking this
room. Four sarcophagi occupy the lower level. The lids have been
smashed open, and stones shards litter the floor here. A faint
feeling of unease stifles the area. Doors exit to the north and
south. The staircase to the west leads to a dead end.
you see the lids of sarcophagi are smashed
Zib-zib
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"No, no, no. He really did a handful here, ribbit! Can the stone fix it a bit more?"
Ninnic
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”His note says he didn’t find anything in this room, so if we are able to repair the sarcophagi, that should take care of things for this room. I think Zib is right. If the stone has enough magic, it could be perfect here.”