"Here! Here! Good job ya'll" Xeros takes another drink and seconds the good words of the groups current deeds. He looks over the lever that Andwell pulled and try to figure out what it did.
Disable Device:1d20 + 9 ⇒ (20) + 9 = 29
Knowledge(Dungeoneering):1d20 + 6 ⇒ (19) + 6 = 25
Thought the combination of the two skills might pull it off.
Darn! Check out those rolls!
Neculai you are able to climb out easily onto the other side of the pit and you see a switch on the wall in a small indent at D-11.
Andwell you make it past the trap in the floor and you look to the right and find another door. Checking it you find that its locked. The wailing sound seems to be coming from behind the door.
Xeros you are able to determine that its some sort of device used to unlock a door.
"My conculsion of this device is that it is used to unlock a door, possibly this one but let us try to make sure....hehe." Xeros waves his hands in the air as he explains what the switch is used for like a teacher would during a lecture and ending it with a good hearted smile.
Let see if Xeros lever can unlock this door first.That would mean I locked it myself. ooops.
If not, I'll apply my craft to the lock. disable device 1d20 + 8 ⇒ (7) + 8 = 15
If it's still locked after all that, Andwell humbly steps to the side and gestures to the door for Tarvinda, then plugs his ears for the paladins thunder of destruction.
Xeros you flip the switch and the same noises as before are heard but nothing happens and the switch resets. Andwell you are not able to pick the lock. Tarvinda I will need a strength check if you want to try to force the door open.
Etna in all you find and set off 6 more traps, all of which have pillows at the bottom of them. All the trap locations are as follows: E-2, F-3, D-3, C-10, D-9, F-11, H-9, E-6, G-5. Etna please make two perception checks for me.
Neculai you're party members are busy at the moment and will get back to you as soon as they can lol.
Etna in the bottom of the pit at E-6 instead of pillows(I misspoke above) you're able to find a sack. Retrieving it would require you to jump down but you will take 1d6 lethal fall damage or you can climb down. The DC for the climb check is 10.
You also notice as you're going around setting off the traps that there is a third switch on the walls(@H-6) just like the one's Andwell and Neculai have found.
You find 5 platinum pieces and a note in the sack. The note reads: "three to open, but be quick, for the door will only open for those who work together."
Tarvinda puts her weapon down as she gathers herself up and charges at the door, smacking into it with her shoulder. Her body jars as she smacks into the solid door.
Urggh cries out the heavily armored paladin, as her shoulder bounces back off the door. "best find another way in, not sure I'm able to bash the door down very quickly."
"Oh...says a panting Tarvinda. Once more her strength has not been enough to keep her friends moving on and that smart Sia has again been able to show how indispensable she is. "blah, I suppose so" she pants quietly in annoyance.
"So, now that I've got to do something, will you notice me? Well, now that we know what the switches are for, I don't need that. Where's the exit, now?"
You all work together to flip your switches. The door slowly starts to open and you make a dash for the door. Just as its about to slam shut Neculai is able to get in and you put a broom under it so you can get back out this way if you so choose.
You enter a twisted hallway. To the right you see a door and to the left you see another hallway that heads further south. The crying is much louder here and you sense its coming from the south.
Xeros moves up near the door, "Now let us see whats in here, hold on just a moment I got a few tricks granted by the drunken merc." The tiefling says with a smile, then chants a simple prayer as he sets his hand againist the door. He closes his eyes in concentration.
Using door sight on the door its one of my domain powers and the full description is under my class abilites if you have any questions.
Perception:1d20 + 8 ⇒ (6) + 8 = 14
The northern one is the one we came through, the Far West one goes to the middle area, The Solo Room (Room 3) is directly south, and the last door to room 4
As you approach the chamber the mournful wailing grows louder with each step you take. There is a host of bones strewn on the floor down this corridor, many of which are cracked and broken.
Xeros:
You touch the door and after a minute you see that the door is barricated on the other side and would require a series of strength checks to open. There is also a very distrought man inside. You recognize him as one of the men that works with the mayor back in Kassen.
He pulls away his hand from the door and smiles towards the group, "Looks like our crying man is a friend of the mayor, and looks like this door's key is old fashion muscle power." He moves to the side holding up his arms offering the door to Tarvinda, "Your up my lady."
"Well, if you insist" says a smiling Tarvinda to Xeros. Only this time, she doesn't charge with her injured shoulder, but side on kicks out hard with her steel boots.
You give the door a swift kick but it doesn't budge. However you do hear a clatter on the other side of the door. The way it resists your kick though you're pretty sure its locked as well as baracated. A few seconds after you're well placed kick a crossbow bolt comes shooting out of the crack between the door and the frame but it bounces harmlessly off your armor.
Tarvinda gives xeros a funny look as her foot hits the door, but it doesn't budge. She's about to walk up to Xeros and give him a piece of her mond, when an bolt clatters into her armor. She stops, turns, and dives for the floor looking for the source of the bolt. "What the... where did that come from?"
Maybe someone wants to check or traps/locked doors
DM eyes only:
1d20 + 6 ⇒ (9) + 6 = 15
As Andwell and Tarvinda cry out another crossbow bolt shoots out from the crack between the door and the wall, this time striking the cleric in the chest but it bounces off his armor. The crying has stopped by the way.
"Don't worry I knew we had the drunkard's luck upon us, thats why I didn't disable the trap but if you don't wish to have the luck then I will get rid of it." He gives a devilish smile as he searchs and tries to disable the trap.
Xeros you look over the door and do not find a trap but you are able to unlock the door(hope you don't mind). A few seconds pass and a bolt launches at you but bounces off your clothing.
Tarvinda hears the click of the crossbow and the sound of the bolts striking Xeros. "Well Xeros, you alright, managed to disable the trap yet?" she remains prone of the floor, trying her best to watch the door and Xeros.