
Aardvark DM |

As Surubi crosses the hallway 'he' doesn't notice anything dangerous, and nothing really unnerving beyond the way the eyes feel like they follow 'him' as he moves. Then again, maybe it's just due to 'his' own paranoia about being seen and recognized by the people from 'his' past.

Gustar Gigglephizz |

"I know that gnomes are rather courageous beings, but I have to admit that I'm a little spooked right now. To be sure, let me see if there are any magicks .."
And the gnomes wiggles his fingers and ends the motion with a deep sigh. Apparently this lets him see active magics.
60ft range, should cover the hallway. If there's anything, he'll try to study it. If not, he'll assist the others in finding traps or other deadly contraptions.
Knowledge Arcana if applicable: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Brennan Darkblade |

Brennan mentally catalogs the murals and scenes of battle. you never knew when you might find a historian to sell such information to. He did not let himself get distracted though, and scanned both floors and walls as he walked, trying to spot any indications of a trap.
perc: 1d20 + 6 ⇒ (19) + 6 = 25

Aardvark DM |

Brennan's well-trained eye easily spots a pressure plate at the end of the hall filling the space in front of the opposite doors. The feeling of the watching eyes comes from the fact that the eyes are actually small tubes loaded with darts, that would fill the chamber if anyone were to step on the plate.

Surubi al'Azad Khahaba |

If Brennan just tells people to back up, Surubi will comply. If Brennan tells the party that there's a trap, Surubi will do the following:
"Mister Gigglephizz, please go with Lady Morana back to the room behind us; maybe see if the dead person's sachel has anything that withstood the test of time inside. I will work with Mister Darkblade to remove the danger." Surubi opens the pouch at 'his' waist and removes a small leather roll. Unrolling it reveals a varied set of thin metal wires and tools. "This one is ready to proceed."

Brennan Darkblade |

"Hanging out in this hall while we try and disable this trap would be a bad idea. If I screw this up, you might not want to find out the painful way." Brennan lay down on the floor before the pressure plate, and pulled out his tools.
Probably should have gotten a new set before we came down here. These have more than a little wear on them.
He set to work on the plate, but knew he was in trouble when one of his rakers snapped and his hand hit the plate a little too forcefully.
disable: 1d20 + 8 ⇒ (1) + 8 = 9 And here come the ones

Surubi al'Azad Khahaba |

"I may be able to assist. I've worked with some traps." Surubi says lying down next to Brennan. 'He' lays out the leather roll of tools and begins to select a few of them to work with.
'He' is so startled when Brennan's arm slaps down hard on 'his' hand over the pressure plate that 'he' barely deflects the blow away from springing the trap. "Uh, Mr. Darkblade, this one understands words better than blows. Last time I was about to open the door without letting you look; but what was so wrong this time that you risked triggering the trap to stop me?"
Not getting much of a coherent reply, Surubi continues working on the trap.
Disable Device: 1d20 + 8 ⇒ (16) + 8 = 24

Aardvark DM |

Aid another house rules for the save. I wasn't sure how I was going to adjudicate since Suru said he was going to assist Brennan. Then I remembered that when aiding, the base is who got highest. So luckily Brenann's 1 was to assist, therefore not setting it off.
Brennan sets about working on undoing the mechanisms that will trigger a hail of darts, with Suru nearby to assist. Lucky for him that the local was there, since he slipped up really badly, an amateur move. If it weren't for Suru's limb unintentionally intercepting his misplaced hand, he surely would have pushed down enough to trigger the whole thing. In the end, Suru had already applied appropriate pressure to lock the plate in place, and sufficiently turned it into nothing more than a large uneven tile.

Brennan Darkblade |

Brennan grimaced at his slipup, but at least Surubi wasn't incompetent. "Thanks for that, shades. Blasted tools should have been replaced before we came. What a rookie move!"

Z'ael Breccia |

Oh, Mr. Brennan, I don't think that would be a good idea at all. Ms. Morana might get hurt. I would definitely advise against anyone purposely triggering the trap, no matter what kind of armor they wear. There could be a pot of acid that drops from the ceiling. I don't think Ms. Morana's armor would protect her from that... do you? There's no telling what fiendish desserts were left by the craftsmen who built the these tombs.

Surubi al'Azad Khahaba |

"You are correct, Mister Gigglephizz, care is warranted; though protecting the peace of the dead from grave-robbers is hardly diabolical..." Surubi examines the door, taking care to avoid putting 'his' head in front of the eyes on the image of Akhentepi.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
'He' looks over the door, rubbing 'his' still red and puffy eyes from time to time. "It appears safe, now that the pressure plate is fixed in place; still, Mister Darkblade, you are far better at noticing things than this one--perhaps you should take a look as well."

Brennan Darkblade |

"Sure, throw me a sop after that debacle with the pressure plate. Shades, I'm gonna start thinking you're sweet on me."
Brennan looked the door over with a careful eye, taking his time about it.
perception: 1d20 + 6 ⇒ (7) + 6 = 13

Surubi al'Azad Khahaba |

A sharp intake of breath and a quick blush follows Brennan's comment, then a scowl and Surubi turns back to the door. 'He' waits for Brennan to finish looking it over, then opens it.
Assuming it's not locked and there is some obvious method for opening it.

Aardvark DM |

The door opens to a square room, twenty feet to a side. There are a set of stone double doors exiting the chamber to the north and south. A faded tapestry hangs on a wooden frame on the western wall of this chamber. Faded and delicate, the tapestry depicts a middle-aged man, accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two dead and preserved animals.
A map to come later

Gustar Gigglephizz |

"Spooky! These animals have been watching over the tomb of their master for Pharasma knows how long. Should we implement a security protocol? First, try to detect any magicks and poisons, then use more mundane means to detect traps and only then barge in?" Not one to waste time, the gnome then wiggles his fingers and tries to discern if there is any magick hanging or lingering in the room.
Knowledge Arcana if applicable to study the magicks.: 1d20 + 5 ⇒ (15) + 5 = 20
What animals are they and just how big are they? *laughs*

Aardvark DM |

Gustar is not able to find any magic auras within the room itself, but with a brief focus on the animals, can fairly easily determine that they were likely once cats.

Morana |

Walking into the new room, Morana just frowns. "Seems we've invaded the crypt of small-town-nice dad, who just wanted his cats to keep him company." She walks into the room, her magically booted feet clomping on the floor. "I wonder if they were alive when they were mummified..."
You know what would be super cool? Finding something other than an empty room! Although maybe that's the point of this adventure. We waltz into an empty crypt and come back out demanding a refund.

Surubi al'Azad Khahaba |

"Err... Lady Morana..." Surubi starts to say as Morana walks into the room, then stops and instead looks in earnest around the room for any traps.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
If no traps are noticed:
After looking around a bit, Surubi joins Morana in the room to get a closer look at the tapestry, the doors, and especially the cats.
Knowledge Religion ONLY to see if the cats are undead: 1d20 + 2 ⇒ (10) + 2 = 12
Perception: cats: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: north door: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: south door: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: tapestry: 1d20 + 5 ⇒ (13) + 5 = 18
If no traps detected around the tapestry:
Knowing that tapestries are often used to conceal secret doors, Surubi looks behind this one.
Perception: behind tapestry: 1d20 + 5 ⇒ (16) + 5 = 21
After looking behind the tapestry Surubi joins Morana in approaching the cats to look at them.
"Of a very well-to-do small-town-nice dad who was once a mighty warrior and commander..." muses Surubi. At Morana's last words, 'he' shoots her a horrified glance and stammers, "No, no, it is not possible to mummify living beings!"

Gustar Gigglephizz |

The gnome adds his perceptive gaze to Surubi's effort, helping the man with his search for any and all traps.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13 > +2 for Suribi = 26 perception.
And as they do so, he can't help but notice the darned mummified cats. Who would do such a thing? Creepy! Spooky! Silly! Get an artist to make a painting, a statue or anything that does not involve the preservation of a dead body!
Knowledge Religion to see if there's anything undeadish about the cats: 1d20 + 9 ⇒ (5) + 9 = 14

Brennan Darkblade |

Brennan glances at Morana as the woman bustled into the room, but didn't say anything. If she was out to get herself killed, that was her problem. Still...
perception: 1d20 + 6 ⇒ (11) + 6 = 17
I swear Surubi, I might as well rolled up a fighter.

Aardvark DM |

Most of the fears and concern can be allayed once everyone that examines the mummified pets realizes that there is no threat there.
The tapestry itself is a portrait of Akhentepi, his wife, and two children, depicted standing before their family home. Those who have paid particular attention to the tapestry can discern several symbols
and hieroglyphs.
If you got the Linguistics check...
Much to the dismay of those looking for something out of the excursion beyond a history lesson about one of the city's former generals, this room has nothing more to offer. There are no signs of traps, treasure, or threats needing to be vanquished, nor can anything of the sort be heard through the doors to whatever lies beyond.
For future refernece, if you are rolling a knowledge untrained (I don't think it happened here, but just in case), could you note that with the roll so I know to apply the cap of 10? As I understand, only Gustar can roll them untrained higher than 10.

Morana |

Knowledge (local): 1d20 + 6 ⇒ (5) + 6 = 11
Not even having enough learning to garner the history lesson that this room offers, Morana frowns. "How much of this place do you think is left? Surely there's...something."
Frustration reigns in her head. She had been told that adventuring was the height of adventuring. Is this all that was supposed to happen? Was this...normal? This experience was so...hollow.

Brennan Darkblade |

Brennan ignored the tapestry, after a certain cynical appraisal, and moved to the northern door. He inspected it carefully, then moved to the southern door to do the same.
N perception: 1d20 + 6 ⇒ (1) + 6 = 7
S perception: 1d20 + 6 ⇒ (20) + 6 = 26
0_o really?!? Apparently I think the northern door is a wall and I can see straight through the southern one as if it were glass.

Surubi al'Azad Khahaba |

Well, to be fair, you've percepted WAY better than I have up until that 1 on the disarm roll. =p
"Mummified pet guardians are normal for tombs like this. This one has seen such things before."
Linguistics: 1d20 + 1 ⇒ (8) + 1 = 9 +1 for knowing Ancient Osiriani? =p Kidding of course.
"Take a look at these hieroglyphs in the tapestry, Mister Gigglephizz and Mister Breccia - do you recognize them at all?" Surubi points out the symbols 'he' noticed.
that's pure rp, since neither of you has linguistics - but you did bill yourselves as knowledgeable about ossirian history, art, etc.
Having gleaned nothing from the tapestry, Surubi asks "Which door should be opened first?" 'He' walks over to the northern door.
Move to B3

Gustar Gigglephizz |

"Ah, yes. Yes yes yes. I see.." the gnome mutters as he talks to no one in particular. Perhaps it is a voice in his head he's talking with. "Apparently Akhentepi's family were the victims of murder or sickness. Perhaps both. We have been told that a great plague ravaged this part of Osirion. Many theories I have, few things I can prove. What I am sure of, however, is that his family is buried here, but most likely only after Akhentepi had a succesful career. It seems common enough, to have your bones lifted out of your grave and put in a nicer one. Not that you'd care by then, but still, a nice enough gesture."
Linguistics: 1d20 + 3 ⇒ (12) + 3 = 15
Knowledge History: 1d20 + 9 ⇒ (14) + 9 = 23

Aardvark DM |

Gustar, Linguistics is a trained only skill. Unlike Knowledges, where you can cap at DC 10 untrained, or in your case no cap from the Feat you took.
Even with Brennan's examination of both doors, nothing much can be discerned. In fact he gets the feeling that the northern is false for how little sound can be heard beyond. The southern one at least offers that slightest of hollowness beyond.

Andrei Constantin |

nothing on my knowledge check?
Andrei notices Morana's frustration and smiles gently. "I council patience, good woman. I trust that all will be revealed in time."
To Gustar's soliloquy, Andrei opines "There is a finality in death for the body, but the spirit moves onward. Those who have unfinished business upon this world at times rest not easy and become tainted. While such gestures may seem odd to the living, a such a nod to the departed may be repaid tenfold in peace."

Surubi al'Azad Khahaba |

"Lady Morana, there could easily be more something than we can handle behind any of these doors! The fewer traps and monsters spoil our enjoyment of art and history here, the better!" Visibly less frazzled now (by Morana's walking into an unchecked room, and by the idea of live mummification), Surubi realizes 'he' needs to stop preaching and diffuse Morana's frustration somehow. As Brennan, done looking over the northern door, walks over to look at the southern one, Surubi puts her hand on the handle of the northern door, glances over at Morana to get her attention, sings out "Ta-da!" as operatically as 'he' can, which is not very, and opens the door.
perform-comedy: 1d20 ⇒ 6

Aardvark DM |

Sorry Andrei, and I even meant to address it.
Andrei considers the implications of cats in a tomb, but it's not related to any of the common deities he is familiar with. It could be an Osirian thing, they had a whole cabal of different deities they followed.
As Suru opens the door, with much less of a positive response than 'he' had hoped, he looks in to see why. The only thing there is a ten foot square hallway, dominated by a set of stairs leading down to another pair of stone double doors.

Surubi al'Azad Khahaba |

With a sigh, Surubi shrugs off the off-key anticlimactic incident, and looks into the hallway and down the stairs, as far as Gustar's magical light allows.
That is, if Gustar's light is still on or freshly renewed - otherwise, we can only see what Brennan is shining his bullseye lantern at, which is currently the other door.
Perception into new space, mostly for traps: 1d20 + 5 ⇒ (20) + 5 = 25 Woo! +10 more for the 20 makes 35!
"Mister Darkblade, could you look into this hallway, before Lady Morana goes searching for traps with her boots?"
Thought--Brennan, you and Surubi probably can/should assist each other on perceptions for traps, so we get best+2 instead of just best OF 2 that we've been taking so far?

Gustar Gigglephizz |

"If it helps, I can cast a blessing of light on one of your items, Surubi. Hand it to me and I'll see to it!" If (s)he prefers the light stays centralized on the gnome instead, he'll refresh the duration of the blessing and follow her.
Ain't the houserule that if 2 or more people search, you simply use the highest result and all the others that succeed at a 10+ assist? .. :)

Surubi al'Azad Khahaba |

Sort-of? I think it is "Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding." But that means if we aren't aiding each other, but explicity working separately then it doesn't work that way... Certainly we, as players, have every incentive to work together that way for the benefit, but I can imagine characters (as opposed to players) wanting to NOT work with 'that guy' either for failure of trust or other reasons.
I just had the realization that we hadn't been saying we aid each other, but instead were each making our own perception rolls and was (am?) concerned that e.g. Brennan and I were making separate rolls.

Brennan Darkblade |

Brennan ain't exactly the 'work and play well with others' type. The only time he's likely to assist or ask for assistance is with moving heavy things and the like. Fighting's another story.
"No signs of traps on the south door either." He looked with interest into the northern corridor, noting the stairs. "Do we really want to head down before fully scouting this level?"

Gustar Gigglephizz |

"Seeing as that we entered this room of divergence in a straight line from the entrance - or exit, depending on how you look at it - it is safe to assume that the other side will also see us down. Still, to make this theory a fact, we should check the door for traps and open it. In short, I concur, Brennan."

Surubi al'Azad Khahaba |

Yes, Brennan does come across as a bit uncooperative - thanks for the clarification - just wanted to make sure we weren't losing out for no good reason - rp is very good reason.
Assuming Surubi doesn't see anything noteworthy in the hallway beyond the north door:
Surubi nods to Brennan and Gustar, closes the north door, and walks over to the south door.
"Thank you for keeping up that light, Mister Gigglephizz. This one can carry its source, if you prefer."

Andrei Constantin |

After the trap-finding contingent declares the area free from immediate danger, Andrei walks to each door and spends a moment contemplating the two paths.
Lady of Prophecy, Lady of Destiny, guide your faithful blade to its mark. Set your hound on the trail of corruption!
Closing his eyes and withdrawing from the world around him, Andrei reaches his senses out and searches for any taint of evil down each corridor.
Detect evil, 60 foot range

Aardvark DM |

Andrei tries to look past each door to see if evil lies beyond, but he sees no sign of it. Finally, Brennan decides to go ahead and open the door to the south. What he finds is not really a surprise, especially to Gustar, who had guessed correctly. It is another set of stairs leading down to an identical set of double-doors as the ones at the bottom of the steps to the north.

Brennan Darkblade |

"Fair enough. North it is, then." Brennan moved to the stairwell leading down to the doors in the north. Checking his footing as he went, he moved down to the double doors and inspected them as well.
perc: 1d20 + 6 ⇒ (10) + 6 = 16
perc: 1d20 + 6 ⇒ (8) + 6 = 14