ok so we are now past the locked door then? jut want to be sure, and my posting seems to be very messed up. sometimes it posts sometime not. or maybe it is and I cannot see it?
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat:Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
"The monster made it clear he didn't want us in his area, since we don't know what 'his area' entails, I fear if we continue to explore this level, we might have to fight him again. It may be in our best interest to continue down for now, and come back later when we are stronger?" If everyone is agreed to finish exploring this level, I'm totally fine with that, just wanted us to be aware in case we do have to fight him again.
You remember that he stated his realm started/ended with the bloody door. That would mean anything beyond where you rested, so 75% of the level, isn't "his". You should be fine finishing up your explorations
Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
"Let us continue on. Ve vanted to clear dis area, and den head back to town, ves?" She'll follow along in the clockwise direction that Simon suggested.
You backtrack a bit and enter a cluster of hexagonal rooms and triangular rooms that seem to be deserted. There is evidence of camps here and there, however, suggesting that this place is visited, but not inhabited.
You eventually come across a different room. Inside this otherwise barren room is a small pentagram inscribed on the floor with a human skull in the center. When the party approaches, it rises into midair and the eye sockets glow with a red flame. It then speaks:
“I am the Oracle, possessor of all knowledge. Ask what you wish and you
shall learn the answer you seek.”
Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
"It is gud to know de price of anything." Vuzi agrees with Grelthe's suggestion. She's also careful to not ask a question.
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
That's a good point. I assume if we come up with an appropriate question, we will be told the price, if there is one. If there isn't one, and it is one shot and we ask the price, that could be tragic. ... Hilarious in a way, but still tragic. Also tragic if we ask something about how to defeat that rakshasha or something and get an answer like "you can't" or "gain skill." ... I guess I don't know what to ask though, so if you want to ask the price, feel free.
The skull giggles to itself. I take payment in many forms. If the question is simple, 500g in coin or items. 1000 gold for difficult questions. 5000 for very difficult questions. Should you be light on coin or items, I happily accept slaves or, if you prefer, I can take some of your own life force, narural abilities, learned skills,... anything, really. I will assign the price. You simply place payment in the center in the pentagram.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat:Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Grelthe nods decisively. "I agree, Simon. I have no questions to put it anyway. We can always come back if we decide we do need its services."
To the skull she says "Thank you for the offer, but we do not require answers at the moment."
The party knows that the only area left unexplored is currently infested with very large purple worms, so they continue down to the next level.
The worked stone of the previous area gives away to natural caverns. eventually they re-form into more worked stone and you suddenly come to a T intersection. Left, or right?
You can feel that this is an evil place and your hairs insist that you are bein watched, though you see nothing.
Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
"I do not like dis place. Shall ve go left?" Vuzi shivers at the watched feeling really starts to bother her. She keeps looking behind herself as they move forward.
The hall turns right after a few dozen feet. there is a door on the left wall a little ways down the hall and an un-doored opening before the hall dead-ends.
perception DC 20:
Is that wall at the end of the hall slightly open? Sure enough. Secret Door!
The money disappears in a whiff of smoke. [b]Kazleth is known to me. I require 1000 gold in coin, items, or life.
Kayla finds that the door is linked to something that will trigger when you open it, but it's not near the door itself and you have no way of knowing what it is. It goes back down the hall from where you came.
She finds it impossible to trace with any reliability. There is no magic at work, and the chain mechanism is buried in the rock. How far back do you want to walk looking for it?
As some investigate the secret door, Kayla glances at the portcullis then the hallway. she moves back down the hallway toward the opening the group passed.
something feels wrong, this is probably a trap. I'll stay here and guard, in case the trap calls other creatures.
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Knowledge Engineering:1d20 + 7 ⇒ (2) + 7 = 9
Ha!
Zadira takes a look at the portcullis and tries to say something intelligent about breaking the link to it, but after you listen to her for a few minutes, it becomes very apparent that she doesn't know what the crap she is talking about.
Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
Vuzi has no idea and stands still as to not trigger the trap.
While Simon had read a lot of books in his youth, but most of all, he is following his instincts rather than acting according to learned knowledge.
Unlearned drawback and no skills in Engineering. "No idea what it is supposed to do ...
I could try to block the mechanisms but do not ask me what will happen then-meow."
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat:Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
My Skald archetype changed bardic knowledge, so I can't roll it untrained either.
Grelthe looks at the portcullis as if it had three heads, and shrugs.
"We could try to prop it open, but it may block us off if we try the hidden door. Perhaps for now it may be best if we ignore the hidden door?" She looks uneasy at the suggestion.
Is the portcullis in a position where it would stop us from going forward or back?
Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
"I think dis is a trap. Ve should be careful. Maybe leaf de door alone."
Zadira sets a spike in the chain and makes sure it'll catch on the stone channel. She stands back and tugs on the door. The spike zips down and slams against the stone, but the weight must be tremendous! The iron spike digs into the stone as chips fly like shrapnel! The spike itself starts to bend! The portcullis down the hall drops a few inches.
If anyone wants to aid that a couple times... ;)
Seeing Zadiras plan starting to crumble - in the most literal sense - Simon jumps to her side and tries to block the spikes with a couple of the double-finger-sized nails he carried with him since the first day in this forsaken dungeon.
I do auto-succeed on aid-another.
Can I try a full-fledged disable roll?
Working together, you manage to stop the chain, but it's a close thing. The stone portcullis hangs down about four inches from the ceiling.
You can now go open that other door or proceed down the hall to the east.
Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
Vuzi lets out a breath. "Dat vas close. I'm glad vu are all right." She'll take her place toward the back of the line as they enter the other door.
Simon pants heavily and meews weakly as the massive portcullis finally stopped its downfall.
After a few breathless seconds he points at the first door they passed.
"This place feels badwrong-grch!
Better not leave any unchecked areas behind us before pressing on-yesyes?"
Are these maps still on a 10ft scale?
And how broad are the doors?
Are they big enough for cat-on-cat riding?
With that nifty belt, cat-on-cat suddenly became a very interesting tactical option for Simon&Emily, so that is a rather interesting question
The scale is still at 10', but the doors are 5'. The door is locked.
As for cat-on-cat action, you'll be squeezing if you need ti fight through a door, but you should be fine most other places.