You can see a dark hallway, along with a staircase leading up—one of the original three staircases, you believe. You are facing south, but the hallway leads north.
For now, you're still in room 5. Let me know if anyone decides to move anywhere else. I'm totally fine with having an IC discussion of where to go though.
Here's an overview map. The altar is in room 6, Delum is searching room 5 and 5a.
Albion does not find any other interesting features of the altar.
Coyote checks the box for traps, and, not finding any, he picks the lock on the outside. Inside, he finds a variety of mostly worthless items such as clothing, a brush, paper, chalk, and so on, as well as a set of masterwork thieves’ tools, a healer’s kit, and a yellow gem wrapped in an old rag.
No worries, Theodore. It happens.
Xaeken, here's my decision. You only have one main hand, and the others are off hands.
Therefore, using two one-handed weapons with two hands each would be allowed, but you'd only get x1.5 damage for one (whichever was being used by your main hand)
In the other situation, if your main hand was using the longsword one-handed, then using the battleaxe, even with two hands, would not give you x1.5 damage. If you wanted to get x1.5 strength, you could use the battleaxe two handed with your main hand, but then you'd need to use a light weapon in your other hand. The shield is fine no matter what, since it's light.
Delum's blow ends the life of the goblin once and for all.
Here is a simple outline of the room you're in. You entered from the south, and the altar is to the east.
Searching behind the curtains, you find extremely faded painted images of cavorting fey creatures in a silvery woodland on the walls themselves, testimony that this wasn't always an evil temple. You also see areas of the black paint on the ceiling have chipped off, showing that something else was painted on the ceiling originally.
You don't know how to consecrate the temple yourself, but you could likely find a cleric in the town to write you a scroll. You also know that, because there are so many adventurers that explore the depths of Dragon's Delve, the town sends runners—young page boys and girls—back and forth from the dungeon to the town to buy and sell goods for the adventurers.
Goblin AoO: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Crit Confirm: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Concentration: 1d20 + 12 ⇒ (5) + 12 = 17
The goblin does indeed strike out a Cyrus as he moves into position, catching the antipaladin off-guard and finding a weak spot in his armor. The goblin's scimitar slashes Cyrus's skin, opening a wound.
The final masked humanoid, a red hood covering his head, speaks as he reaches into his pouch.
"If you wish to continue along this path, then this will not be the last you see of us."
His attention turns to the sheaf of parchment he pulls from his pouch—after reciting a few words, he reaches a hand out to each of his two companions, and they vanish.
As the masked figures vanish, the goblin speaks surprisingly calmly in an odd languages.
"You will not take it from me. It is mine."
He mutters a few words under his breath and extends his hand toward Jia and Cyrus. A flash of colors like Terwin's flies from his extended hand, but Cyrus and Jia are both able to fight off the spell's effects.
All of the masked humanoids are gone. All can now act for round 2. Map is updated.
The woman up against the east wall answers the question.
"The servants of the Living God can roam freely where we choose. But as my companion said, you are in far over your head. You should leave this goblin to us and we won't bother you."
Cyrus and Navarro can act. Map is updated.
Fighter Will: 1d20 + 3 ⇒ (7) + 3 = 10
Barbarian Will: 1d20 + 3 ⇒ (6) + 3 = 9
Wizard Will: 1d20 + 3 ⇒ (12) + 3 = 15
Druid Will: 1d20 + 6 ⇒ (18) + 6 = 24
Sorcerer Will: 1d20 + 3 ⇒ (18) + 3 = 21
Terwin's spray of colors floods over the group of people, and when the colors settle, two of them have dropped to the ground.
The woman in back, seeing her companions fall, moves close to the man in the middle, pulls a sheaf of parchment from the pouch on her belt and begins chanting. She reaches out to touch her two fallen companions seconds before the three of them disappear.
DC 19 Spellcraft:
The woman cast Dimension Door from a scroll.
Map is updated. Jia and Chance can act.
Terwin: 1d20 + 8 ⇒ (14) + 8 = 22
Navarro: 1d20 + 3 ⇒ (10) + 3 = 13
Cyrus: 1d20 + 1 ⇒ (13) + 1 = 14
Chance: 1d20 + 2 ⇒ (17) + 2 = 19
Jia: 1d20 + 4 ⇒ (15) + 4 = 19
Orren: 1d20 + 5 ⇒ (9) + 5 = 14
Goblin: 1d20 + 4 ⇒ (5) + 4 = 9
Wizard: 1d20 + 5 ⇒ (14) + 5 = 19
Sorcerer: 1d20 + 2 ⇒ (9) + 2 = 11
Ranger: 1d20 + 3 ⇒ (11) + 3 = 14
Druid: 1d20 ⇒ 15
Fighter: 1d20 + 2 ⇒ (20) + 2 = 22
Barbarian: 1d20 + 1 ⇒ (15) + 1 = 16
As you enter the room, you see six masked figures on the right side of the room, all of their focus turned to a goblin in the top left corner of the cave opening and all preparing to attack. The goblin is holding a scimitar in one hand, ready to fight.
Here is a Map. I'll let you place yourselves as you act—it will take 10 ft. of movement to get to C9, and then you can continue from there. Because of the complications of this combat, please don't post until your block is up. Terwin, you can act first. Feel free to use a Stealth check to sneak into the room, but remember that you can only move at half speed unless you want to take a -10 penalty on Stealth.
3d6 ⇒ (1, 2, 5) = 8
6d6 ⇒ (5, 1, 5, 6, 6, 6) = 29
The large-headed creature stands and walks over to one of the dead creatures (a lizard-like one) and begins dragging it through the doorway.
The walls of this oddly-shaped temple are partially covered in tattered red and black curtains. You pass through an archway to enter the room, pushing aside one of these curtains. The vaulted ceiling above is painted black. Spattered bloodstains cover the floor, particularly around the plain stone altar resting in front of the deep eastern recess. The place stinks of murder and pain, as well as the musk of some angry beast.
All can hear a distant sound of howling, scraping, and ripping that fades in and out. Everyone also feels a pent-up rage building inside them, seemingly for no reason.
All can use the Barbarian's rage ability for 3 rounds while in this room.
DC 16 Knowledge (relgion):
Using the rage ability gives service to the Beast God, and is likely not a good act.
Total inventory of gear from opponents in last combat:
Armor and shields
After a few seconds, the door to the cottage swings open, revealing a wise-looking man with piercing green eyes and long, black but graying hair. His chin is covered with an equally long black beard, and he wears a warm smile.
"Shartol, my boy. It has been too long. What brings you back to this dear town of ours?"
"Yes! The gifts do fade after a time. None were using it in battle."
Albion does not discover any traps, and the door is unlocked.
Besides a few coins on each of the opponents, the leader who was sitting on the throne has a larger bag of coins and a key. Also, the largest of the bodyguards has a rather nice looking longsword.
Suddenly, you hear shouts up ahead. A human-like voice seems to be shouting combat orders, though you can only make out "surround him." Even louder, a smaller, squeakier voice shouts in a different language.
"You cannot have it! I will rule the world!"
At this point, you can't see anyone, but it sounds like the shouts are coming from around the corner up ahead.
You follow the small pathway until it opens back up into a much larger cavern with water pooled on the side near the far wall. This larger area leads south.
Chance Survival: 1d20 + 7 ⇒ (14) + 7 = 21
You see tracks of humanoids that looks like they waded through the water heading north to south, and then continued through the cavern south.
Perfect! And yes, you got a chuckle from me for sure. The Influence and Labor points are yours. Also, I think we've just started a Confirmation game together—should be fun!
Sorry! Missed your post somehow. I'm going to have you use your Heal skill—I think it gives you your best chance.
Heal: 1d20 + 7 ⇒ (13) + 7 = 20
Those rolls will earn you four points of Influence at a price of 60 gp (15 gp each). Also, there are no doctors, per se, other than the clerics at the few temples in the town. Laurel is the closest to a healer, but she doesn't really consider herself one unless the task is thrust upon her.
Finally, the options for inns are Jak'a'Napes, which was where y'all were staying before, on the north (lumber) end of the town, and Able Carter Coaching Inn, an inn on the south (mining) end of town.
Yes, you can tell them about the items. Also, there are a number of ways that you could earn Magic in town—you could see if anyone needs items identified (using Spellcraft), you could do research with Allustan the wizard (and also the grandfather of Br. Shartol, though he isn't in town at the moment), or honestly anything else creative you can think of. Falcon's Hollow is small, but it isn't tiny.
It is relatively easy to find a dwarf willing to read the book for you. After a few pages, his face grows dark, but he continues reading. When finished, he tells you that The book describes the worship of Droskar, a dwarven god of toil. A small note on the inside
cover reads “Torag is no longer worthy of our devotion. Only Droskar can deliver us from the failings of King Garbold.”
You can easily find scrolls being sold, and each will cost 25gp.
You actually rolled high enough on the third roll to earn 2 Influence if you want it, so you can pay another 15gp for a fourth point of Influence if you want.
How do you want to go about doing that—roleplaying-wise, I mean? You can go ahead and make your 3 checks as well.
You can sell your studded leather for 12gp, and you find a well-fitting set of chainmail for 150gp.
Reflex Save: 1d20 + 4 ⇒ (7) + 4 = 11
Jia connects soundly with her kick, and distracted by the monk, the spider cannot get out of the way of Terwin's bolt. The electricity washes over the spider, and it falls to the ground.
Only one pathway leads out of the room in the top right corner of the open area.
Ahh, sorry I missed identifying some magic items. Sutandir, ignore the handaxe and the arrows in the post above—we'll identify them first.
Rod DC 16:
This is a wand of Enhanced Diplomacy with 28 charges left.
Handaxe DC 18:
This is a +1 Handaxe
Ring DC 18:
This is a unique magic item called a Ring of Torag
Ring of Torag
Arrows DC 25:
These are +1 flaming arrows
It looks like we'll have at least three days (based on Sutandir's crafting) of downtime before we do anything else. Br. Shartol's end goal looks like about two weeks of work, so it's up to him how much he'd like to finish before you set out to do something else. Let's at least get the rolls done for three days.
I'm going to let you gather information and gain Influence at the same time if you'd like. If you want the Influence you gain from socializing in the taverns, you've earned 2 Influence for your first roll if you pay 15gp each (the cost of lots of drinks, perhaps some gambling debt, etc.). You can also make another two rolls for the other two days, and pay for the influence you'd gain for each.
You discover that the person you're referring to is an albino half-orc named Kullen, the leader of a gang of criminals indentured to one of the mine managers, Balabar Smenk. The gang has little tolerance for insolence, and the can often be found fighting in their favorite hangout, the Feral Dog, a tavern on The Vein. All the members of the gang have a matching tattoo, and Kullen's is on his forehead. The tattoo is a character of some sort, but no one is able to tell you what it might mean.
How would you like to begin accruing your various forms of capital? (Specifically, I mean. I know which skills you'd like to use)
Each Influence will cost you 15 gp (in healing materials, marketing, etc., I imagine). You can do another two rolls for the other two days if you'd like, but the first day's roll will earn you 1 Influence (once you pay the 15 gp, of course).
The local merchants will offer you:
800gp for the four magical arrows
150gp for the masterwork shortsword
150gp for the masterwork handaxe
Do you want to try to do anything with the journal with Dwarven writing?
Kervos and Vaashti:
Any downtime activities you'd like to do?
Terwin: 1d20 + 8 ⇒ (12) + 8 = 20
Navarro: 1d20 + 3 ⇒ (7) + 3 = 10
Cyrus: 1d20 + 1 ⇒ (5) + 1 = 6
Chance: 1d20 + 2 ⇒ (5) + 2 = 7
Jia: 1d20 + 4 ⇒ (17) + 4 = 21
Orren: 1d20 + 5 ⇒ (17) + 5 = 22
Spider: 1d20 + 3 ⇒ (6) + 3 = 9
As you move down the pathway, it opens into a wider chamber. Near the wall of the chamber looms a spider of gigantic proportions gnawing on the corpse of a large lizard. As soon as you enter the room, the spider drops the lizard and moves to attack.
The spider is about 20 ft. away. I don't think we need a map for this one. Orren, Jia, Terwin, and Navarro are up!
What's your strategy to find out about him? Give me a Knowledge (local) or Diplomacy check also, for your efforts.
Vaashti and Sutandir:
Laurel confirms once more that your father lived in Falcon's Hollow, and that he died near here, but she doesn't seem to want to talk about it any more than that at this point.
Cayden says he'll keep you informed of anything else he here, but that he wants to go explore the cairn soon, and that you and your new friends should come along.