Glimmil first attempt almost succeeds--perhaps when his own magic starts next level he'll have a better perspective on how to handle these types of traps. However, at the last moment the spoon almost guides itself to an otherwise inconspicuous knot in the wood of the shelf. Glimmil flicks at the knot which moves slightly and Glimmil finds a great sense of relief.
Guidance added since it was asked for.
Behind the bookshelf is a wand of control water and spellbook. I'll list spells later when I'm not posting by phone.
Dyrant will thank Glim for his excellent spoonery.
He's been practicing spooning, I should think.
"Truly Glim, there is not a lock that you cannot bypass. Well done," Dyrant says as he stows the wand and flips through the spellbook after casting Read Magic.
Anything from Dyrant's search of the books? What are they about?
"It is interesting that the wands are not stowed in one place...the rest might be also scattered and hidden within the fortress. We must be thorough in our search to find them. By my count, we now have 4 of the 8 we seek."
Dyrant harrumphs and finishes his search of the room.
"Doctor, I believe you had some place you wanted to go? Well, lead on."
The party finds the levers for the pit traps and can lock them in the up position to make walking easier. They proceed down the hallway and carefully open the door with Finneas in his new position at the lead.
The edges of this huge room fade into darkness. Several large worktables covered with bits and pieces of scrap metal stand in the center of the room. Somewhere from the depths of the room, strange skittering sounds echo off unseen walls.
There are bits and pieces of metal lying around, scraps of paper, empty bottles, and a cold forge. A thin layer of dust covers everything. You're left with the feeling that you've arrived too late to see whatever was being built in this room. A feeling that is not comforting.
Backtracking to the books in the two trapped rooms.
Browsing through the books, Dyrant finds several deal with demons and the spawn born to women raped by demons. There are also books dealing with dragons and their human spawn. There are several on demons, devils, and dragons themselves as well. There are books on the Kopru, Naga, Sirines, Kuo-Toa, and Lizardfolk. There are also random journals and scraps of paper with accounts of weird and fantastic places and events that stretch your ability to imagine they are nothing more than ramblings of mad men or bards.
Knowing people are busy, Finneas is taking the lead and had a chance to roll, I rolled a 20 on the die for the hide check, and this is my one half-day off...
Finneas walks along the tables looking for a clue as to what happened here when it appears the wall has grown teeth and attacked him. He's somewhat relieved after his eyes adjust to see it's only a giant frog with sharp teeth that has chewed off part of his arm.
Being on dog-back is fine. Glimmil standard operating procedure upon room entry is mounted with lance and shield.
As the door to the "skittering room" is opened by Finneas, Glimmil immediately guides Cog forward then remembers this was the half-orcs chance to lead. He catches himself just barely in his zealousness and stops before smiling and gesturing to Finneas.
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
Glimmil attempts to discern the source of the skittering but instead focuses on Finneas' boots as the source of any noise in the room.
Seeing his half-orc friend beset upon by the frog-monster, Glimmil shouts to Cog and rides forward.
Free action: Drop the lance
Move action: 7 squares from L,33 to I,38 while drawing the hook-hammer. With the weaving around the table, I'm guessing no charge is possible.
Fight with combat-trained mount (Ride DC10): 1d20 + 8 ⇒ (9) + 8 = 17
mud slaad. Outsider. Per texting, SA requested. Cringe=slaad cowers and gains an effect similar to sanctuary. Disease=failed fort saves turn you into a slaad. Sonic screech=30' radius sonic attack. Summon slaad.
The frog blinks and opens its maw. At first it seems it's going try a desperate bite, but then a screeching sound ushers forth that makes some people more than wince. It's eyes close and it collapses again. As the ringing in their ears subsides, skittering can be heard in the dark corners of the room.
5d6 ⇒ (3, 4, 2, 1, 6) = 16 - Sonic damage. DC 15 Fort save negates.