You detect two magical auras. The strongest is of moderate strength.
Detect Magic, 3 rounds:
Both auras are of moderate strength and encompass the entire room.
Detect Magic, 3 rounds and Knowledge: Arcana DC 19:
You identify one of the spells to be of the illusion school.
Detect Magic, 3 rounds and a separate Knowledge: Arcana check DC 20:
You identify the most potent aura to be of the Universal school.
Luc:
Despite the incredible sight and your determination that it can’t be real, your senses tell you it is. The smell of the trees, the chirping of the birds...it's too real to be an illusion!
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
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 eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Dorian steps up to the large room as well, curious as to how trees managed to grow in an underground chamber that happens to be filled with natural light. He casts detect magic and concentrates to try to determine what the effects are.
Knowledge (arcana) vs DC 19 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge (arcana) vs DC 20 1d20 + 7 ⇒ (14) + 7 = 21
"Hm... well, there is an illusion aura in the room. Along with another aura from the Universal school... likely a permanency effect for the illusion spell."Are those trees real?
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
"Well underground trees screams trap to me. I better have a look." Dreygard begins to scurry into the room, checking for traps as he goes.
Trapfinding 1d20 + 5 ⇒ (19) + 5 = 24 or 26 if the trap is stonework.
You find no traps within the forested regions. The southwest door, however, catches your eye. It's another of the gear-shaped doors with a rune (Picture) inscribed on it . What catches your eye, however, is the thin wire that runs along the floor at the base of the door. Clearly the trigger for another devious trap.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
As the rest of the party filters up into the room, Valamont whispers, "I guess he didn't say freeze after all."
With a shrug, the half-elf ascends the stairs after the rest of the group. His eyes sweep across the strange room, one eyebrow arched dramatically in confusion. "Oh. Trees. I will, upon my mother's life, never understand gnomes."
Seeing Dreygard working diligently on something, he turns his attention to the northwest corner of the room. "If the maps we have are accurate, the chamber immediately south of an octagonal room lies just beyond this wall." He begins sweeping his hands over the wall's surface, looking for imperfections or seams in the stonework. Search - take 20
Dreygard inspects the trap and with a few nimble movements neatly disables it and unlocks the door. You're confident if the trap had been triggered, it would have delivered a nasty electric shock to the first person through the door.
Valamont inspects the northwest corner of the room but is unable to find anything besides a wall.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
"Uh, guys. According to our map, this room we are in should stretch south a bit farther. Before I open this door, I think we should at least take a look."
Dreygard runs his hands along the southern wall, starting at the the junction with the west wall by the door.
As Dreygard busies himself at the southern end of the room, Valamont addresses the rest of the party as they mill about beneath the strange, underground-but-otherwise-totally-normal-and-typical trees.
"If the map that Ghelve gave us is accurate, and given gnomes' seemingly overwhelming proclivity for building needlessly complex things, then I strongly suspect there is a chamber just on the other side of this wall. Look at the map and how the chamber we're currently in shares this wall with the chamber beyond. If I were a gnome, I'd certainly hide a door here, but it seems that I am neither gnomey nor clever enough to find where they would hide it. Would anyone else care to help me look or shall we direct ourselves elsewhere?"
He pauses a moment, then whispers,
Have I mentioned my growing dislike of gnomes?
-I have?
-Good.
Darthal checks the indicated corner for a secret door. "They're gnomes. Maybe there's a door, maybe there isn't, maybe they put them all someplace only a gnome would expect. Let me see if I can find anything."
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Dreygar will wait for the group to all be present, then open the door in the west wall.
Darthal joins Valamont in searching the northwestern wall, but either there’s nothing to be found there, or the plants crawling up the wall are expertly hiding it, for they find nothing.
The door rolls quietly into the wall when Dreygard opens it, revealing a corridor that stretches west at least 60 feet. Two passages intersect the hall, one to the north and one to the south.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Dreygard slowly sneaks forward along the south wall looking for signs of traps or enemies. He pauses, looks down the south hall.
When Dreygard peers down the southern hall, he sees it open into a room covered with turquoise ceramic tiles. In the middle of the room rests a large octagonal bathing pool with a two-foot-tall raised lip. Pristine water pours into the pool from a smiling stone face carved into an overhanging wall. The northern exit from the hall leads to another door shaped like a gear. This one has another rune (Picture) on it.
To the west, the hall descends into a room where light flickers softly. Dreygard can just make out a couple of pillars in the room.
Dreygard only, Perception DC 23:
You hear the sound of trickling water coming from the room with the pillars.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Just be sure to warn us if the dog starts foaming at the mouth.
As Diurn starts to turn toward the room with the pool, Valamont softly calls out, "Diurn! Wait! I thought we were making our way to the nearest octagonal room. I think it'd be to our right, up the passage just ahead of us here."
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
"Yeah , it should be right up this corridor.". Dreygard whispers, continuing his stealthy trek towrds the octagonal room.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Perception 1d20 + 4 ⇒ (4) + 4 = 8 to listen at the door.
Trapfinding 1d20 + 5 ⇒ (6) + 5 = 11 to search the door for traps.
Disable Device 1d20 + 9 ⇒ (3) + 9 = 12 to open door.
Disable Device 1d20 + 9 ⇒ (18) + 9 = 27 to disarm any traps if found.
Valamont can be heard holding a muted conversation with his sword regarding the finer coffees he's enjoyed recently and the more negative aspects of gnomish ingenuity.
As Dreygard approaches the door, he notices that the surface looks just a bit…off. It doesn’t have quite the same proportions as the other, similar doors. With a closer look, he determines this one has a devious trap that triggers at the slightest wayward touch. With a deep breath, he inspects the door. A careful search turns up a pinprick of a hole into which he inserts a pick. A soft clink later, and the trap is disarmed.
The lock, however, proves trickier, and after tinkering with it for a few moments, Dreygard glares at it in disgust.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
"Hmph. Ain't nuttin I can do with this lock. Must be some kind of gnome-built decoy lock or sumthin. Maybe we can force it open. One of you big guys want to give me a hand?"
Strength Check (aid Dreygard):1d20 + 3 ⇒ (3) + 3 = 6 "... hmmmm." Valamont taps his finger against his chin as he thoughtfully regards the door that just will not budge despite his, Diurn's, and Dreygards efforts. Then, his eyes widen in realization, "This... this obviously is not a door at all, but a deviously painted section of wall!" He shakes his fist angrily at the door-wall, "Gnomes!"
Dorian frowns at the brief attempts to force open the door. "We might have more luck if we take some time to make a concerted effort instead of just jumping at the door seemingly at random. I'll do what I can to assist."
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)