Halfling Rogue 2/Sorcerer 1 25/30 HP, AC 16/t14/ff14, F 3, R 6, W 5, Init +3, Listen +8, Spot +3
"You can do what?!?" In response to Engineer #3's declaration. Shaking his head in bewilderment, he turns back to answer Daxur, "Turn it, hrm...
in the direction of descent I believe," half muttering to himself in continued contemplation, "Turn it to the right & if you can, stand behind the bend in the stairway." Beauregard then follows Daxur to wherever he posts himself to avoid the possible effects.
As Daxur's mage hand is commanded to turn the iron sconce (to the right)clock-wise, the sound of grinding and whining gears painfully opens the secret stone door. When you shine your lantern in the doorway you see a short hallway that dead ends.
Halfling Rogue 2/Sorcerer 1 25/30 HP, AC 16/t14/ff14, F 3, R 6, W 5, Init +3, Listen +8, Spot +3
"Yes, preferably after you are able to explain to me just what you mean by...
that."
"If you would give me a moment or two to assess this complication, we should be able to proceed.Search:1d20 + 9 ⇒ (20) + 9 = 29, Search:1d20 + 9 ⇒ (1) + 9 = 10, for the two sections of new corridor. Disable Device:1d20 + 8 ⇒ (6) + 8 = 14, Disable Device:1d20 + 8 ⇒ (6) + 8 = 14, in case I find any traps...
Beaurgard as you search the fisrt section you know nothing is there, your search 29 on first section as for the second section you find nothing as well your search 10 on second section
A slight draft blowsinto the room from a 5ft passage in the far wall, directly across from the stairs. Two four foot diameter circular doors are set into the middle of the south wall. Each door is made of wood and framed with a ring of mortared stones. The westernmost door is closed and inscribed with a strange glyph. The easternmost door bears a differnt glyph but rests half-open. The half-open door reveals an iron rim of gear-like teeth and dim light spills from the chamber beyond. Mounted on the walls of the room are twelve tarnished copper masks. The masks are two feet tall and cling four feet above the floor. Each one depicts a smiling gnome's visage. The soft giggling,chriping and ruslting noises seem to pour from the very walls.
male human Fighter 3 (HP 35/41 -- action points 3/6)
Zevon looks into the empty room behind the secret door:
"Empty? & no other exit? Perhaps this was a secret storage or guard room - close to the exit? Let's continue then - or does someone else wish to examine the room, with some magical means perhaps?"
Zevon continues down the stairs & shines with his lantern in the chamber at the base of the stairs to have a look at the room before entering.
When no one is still in the secret room and have all descended to the room with the masks, Daxur will follow and then allow the sconce to return to its original position.
Daxur waits until everyone has left the secret room. He then slowly descends the stairs , concentrating, then once past the scone and off the stairs he lets the mage hand dissapate, releasing the sconce.
Standing at the bottom of the stairs, looking at the masks on the walls, then the glyphs on the doors.
dm:
Does Daxure recognise the glyphs:
Knowledge (arcana) 1d20 + 6 ⇒ (19) + 6 = 25
Halfling Rogue 2/Sorcerer 1 25/30 HP, AC 16/t14/ff14, F 3, R 6, W 5, Init +3, Listen +8, Spot +3
This happens before Beauregard has searched G5, G4, or G3, correct? Beauregard will still be at G6 then.
"Well."
"Most Gnomes prefer their elemental bindings, but I suppose everyone has their own 'local flavor'."
Beauregard doesn't move from his current locale, but you notice he does manage to become even more reactive & springy in his movements.
"I definitely recommend not moving into a new location without making certain it's safe first..."
This happens before Beauregard has searched G5, G4, or G3, correct? Beauregard will still be at G6 then.
"Well."
"Most Gnomes prefer their elemental bindings, but I suppose everyone has their own 'local flavor'."
Beauregard doesn't move from his current locale, but you notice he does manage to become even more reactive & springy in his movements.
"I definitely recommend not moving into a new location without making certain it's safe first..."
Halfling Rogue 2/Sorcerer 1 25/30 HP, AC 16/t14/ff14, F 3, R 6, W 5, Init +3, Listen +8, Spot +3
untrained Spot:1d20 + 3 ⇒ (12) + 3 = 15, Listen:1d20 + 8 ⇒ (9) + 8 = 17
In the interests of not having to search the thread for the map link, Shadowwalker, would you be kind enough to place another in your next post?
male human Fighter 3 (HP 35/41 -- action points 3/6)
Zevon is standing in the middle of the room (F4), keeping the light up.
He looks at the masks and the doors, while thinking about going through the doors first or continuing down the corridor.
DM - can you describe the masks & the doors once again - I might have missed that
DM - are there any texts or inscriptions on the walls, doors, ... any hints about a direction? - Zevon knows Gnomish
spot 1d20 + 3 ⇒ (1) + 3 = 4(zevon clearly has looked directly in the lamp...)
listen 1d20 + 1 ⇒ (12) + 1 = 13
Two four foot daimeter circular doors are set into the middle of the south wall. Each door is made of wood and framed with a ring of motored stones. The western door is closed and inscribed with a strange glyph. The eastern door bears a differnt glyph but rests half open. The half-open door reveals an iron rim of gear-like teeth and dim light spills from the chamber beyond. Mounted on the walls of the room are two feet tall and cling four feet above the floor. Each one depicts a smiling gnomish visage.
DC1:1d20 + 22 ⇒ (4) + 22 = 26 DC2:1d20 + 14 ⇒ (19) + 14 = 33
you all notice the eerie silence that echos in Jadzirene. With the lamp Zevon carrys make the shadowed areas seem to shift.
male human Fighter 3 (HP 35/41 -- action points 3/6)
"look at the doors - they have teeth! Remember Jenna's clue: <beware the doors with teeth>. We are still on the right track. According to Jenna's clue we should probably go further down to something called "the malachite hold" and a "half-dwarf"
Halfling Rogue 2/Sorcerer 1 25/30 HP, AC 16/t14/ff14, F 3, R 6, W 5, Init +3, Listen +8, Spot +3
"We have reason to hope we are still on the correct path, Zevon."
"True, we have yet to encounter evidence otherwise, yet,"
"but we also need to not make assumptions. As Korihor mentioned, there may be profound differences between our conclusions regarding the..." Beauregard grimaces in recollection, "hints, the good priestess' meditation provided and what actually is present."
"Reason and rationality will see us through far more reliably than passionate assumptions."
By the Blood, I sound just like Instructor Tremaine...
When did that happen?!?
male human Fighter 3 (HP 35/41 -- action points 3/6)
Zevon rolls his eyes:
"half-dwarf, half a dwarf: you say Tomato, I say Tomahto. And whether you call it reason or passionate assumptions: we are warned about the doors"
Zevon shrugs: "Anyway, I keep looking for things that match Jenna's hints"
"So far Jenna's clues haven't steered us wrong! " Daxur exclaims, he then look thoughtfully at the enticingly mechanical contraptions just visible beyond said toothy doors.
" Beauregard, do you think it safe for us to walk around in here?
"Did you see that!!? Daxur cries "The door, it's closing..."
It is obvious that Daxur's curiosity is almost overcoming his sense of self-preservation, as he keeps himself from running over and looking at the door.
Halfling Rogue 2/Sorcerer 1 25/30 HP, AC 16/t14/ff14, F 3, R 6, W 5, Init +3, Listen +8, Spot +3
Beauregard flips & rolls across the floor, Tumble:1d20 + 8 ⇒ (17) + 8 = 25, taking one of the strong metal rods he keeps as part of his 'tool-kit' & jams it in between the closing doors. Disable Device:1d20 + 8 ⇒ (14) + 8 = 22, to stop the door closing.
Beauregard flips & rolls across the floor, [dice=Tumble]1d20 + 8, taking one of the strong metal rods he keeps as part of his 'tool-kit' & jams it in between the closing doors. [dice=Disable Device]1d20 + 8, to stop the door closing.