
Zadira |

ZzzzzzzzOW!Zzzzzzzzzz
I was assuming that I would wake up at some point, but if that isn't happening, you should probably throw me in an empty room and keep exploring. :)

Zadira |

As long as it is just a short coma. :) ... I'm not turning undead or something, right?

Kayla - Black scorpion |

Kayla takes a seat on the floor beside Zadira.
I'll stay here and watch over her if you guys want to check out some nearby rooms. I got plenty of chocolate and candy, we'll be fine.

Catarya Utanbe |

"Perhaps we should find a place to camp ten. We don' want to come upon an enemy witout everyone able to act."
And not much fun for Zadira if we do everything without her. :)
"Do you want to leaf te dungeon to do tat? Or do we find a place in here?"

Grelthe |

"I don't know how long she'll be out, I'd be willing to sit around here in the dungeon about an hour, but if she's not awake by then we might as well go back to camp."

Zadira |

HA HA. Okay, it *is* greed. You know she has to go after it. I wonder if she'll get put to sleep for another day. This could be bad. :D
Zadira blinks and wakes up, surprised to be in the camp.
Wha--what happened? Oh man, I screwed up again. Sorry guys. ... Did you get the gem that was in the pit?

Grelthe |

"Umm... the what now?" It is obvious she doesn't believe you.

Zadira |

There was a really big gem in the pit... you didn't see it?

Catarya Utanbe |

"I suppose we go back ten," Catarya smiles.
"We were more worried about someting happening when you were zleeping."

Zadira |

Thanks for making sure I was safe. You guys are awesome.

Zadira |

Umm... Zadira tries casting Open on the trap door.
If that works, then maybe we can hold it open with something without touching the carpet, and then get the gem with mage hand (?).

Zadira |

Well, failed by 5 or more on my roll of 22, which means you have to get a 30 or something. So, I would have to roll a 17 or higher with my +13, which is possible, but unlikely. So, I guess the question is whether we keep putting me to sleep over and over again and eventually get the gem, or we walk away. Personally, I vote over and over again, but all those days sleeping might get old role-playing, marching in and out of the dungeon. Can I just roll till I make it, or is there something that will or won't happen as far as the time we are taking goes... like an in game reason to walk away instead?

Grelthe |

Before anyone tries again, Grelthe will look around the dungeon looking for a stick or broom handle or something to prop the trap door open.

GM Choon |

There is a very real danger here, though it's subtle. If someone fails to lift you out of the way you'll be in real trouble.
need a good one, then a not bad one: 2d20 ⇒ (3, 8) = 11
ho crap...
need a good one, then a not bad one: 2d20 ⇒ (7, 17) = 24
need a good one, then a not bad one: 2d20 ⇒ (12, 20) = 32
that's better.
The party descends back into the dungeon and tries again. Again Zadira tries to disable the trap, and again she touches the rug. Grethle just barely saves her from falling into the pit and getting trapped inside. Instead of retreating immediately, Kayla gears up and gives it a go. Having seen Zadira's mistakes, Kayla comes within a hair's bredth of the cloth, literally, and only has her entire arm fall asleep for a couple hours. The tingle is REAL.
Second time for her is the charm and she manages to disable the return mechanism. The door swings open and remains that way thanks to Grethe's stick. Sitting below is a beautiful gem on a soft coushin.
A few seconds later, a wave of magic radiates out from the hole, apparently triggered by the door not closing...
Everyone not already asleep makes a DC 15 will save or be put to sleep as well.

Zadira |

Good job Kayla... and also Yikes. Someone make the save and help us all escape whatever is going to come out of the hole. :) ... I hope Zadira's greed doesn't get everyone killed. (Not that it wouldn't be funny though.)

Catarya Utanbe |
1 person marked this as a favorite. |

Will: 1d20 + 9 ⇒ (18) + 9 = 27
Catarya staggers under the wave of lethargy but remains standing.
"Demmit! Clefer. Next time we disable a trap, we need to check for anoter trap inside it to disable!"

Kayla - Black scorpion |

I didn't do anything, cause if I did I would be sleeping next to you
will save Dc 15: 1d20 + 9 ⇒ (8) + 9 = 17
Kayla acts as though she did nothing special, all in a day's work really. but then the magic hits, Kayla ends up sitting on the floor trying to stay awake, and after a few shakes of her dead, she manages to keep up.
whenever we decide to head back to town, Kayla will be seeking a special teacher to retrain some abilities so it may mean we are in town for a little while

Grelthe |

Will save: 1d20 + 10 ⇒ (2) + 10 = 12
Uh-Oh.
Apparently Grelthe let down her guard a little too much when Kayla successfully disabled the first trap, as the wave of magic hits her and she immediately slumps over on to the ground.

Zadira |

Zadira snores a little.
ZZZzzzzzchnooorrrZzzzzzzchnoooor...

Catarya Utanbe |

"Oh, brodder," Catarya says as she looks at Kayla. "You I could carry, but Grelthe? I don' tink so. Maybe we can drag tem."
"We should find a place we can hole up and ten drag tese two tere. It better be close."
Gotta look at the map now. Can we seal up the room we are in and barricade the door?

Kayla - Black scorpion |

seems like a good place to sleep...
Kayla looks at Cat, I ain't carrying anyone. indicating her size.

Zadira |

I don't think the map is updated to show where we actually are, since we skipped ahead a bit. ... Also, are you sure you want to stay in the room with the trap door? What if that wave of magic comes back since the door is still propped open?

Grelthe |
1 person marked this as a favorite. |

ZZZZZZZZzzzzzzzzzzz*snore*zzzzzzzz...

GM Choon |

Inside the chamber beneath the carpet is a treasure chest containing 1,000 cp, 207 sp, and 201 gp along with a gem worth 10 gp. Also, a gem worth 100 gp, which sits on a small velvet cushion (worth 1 gp).
The party then sleeps off their sleep and continues on by going back the way they came and then to the left.
The floor of this room is five feet lower than the doors, and the entire floor burns with magical flames reaching to a height of two feet. In other words, there is a three foot gap from door level down to the top of the flames, the flames are two feet high, and the floor is at the bottom. To anyone standing at the level of the doors, there is no heat emanating from the flames. However, if you reach down to test for heat, you discover that the heat starts one foot above the level of the flames and that the flames themselves are as hot as normal flames—the heat just doesn’t rise very high, for some reason.
Each door has a button next to it on the inside of the room to the left of the door. The button can easily be reached from the door without any risk of falling into the flames. In addition to the fiery floor and the buttons, the room has a third strange feature: chains hang from the twenty foot tall ceiling at ten-foot intervals, each chain fifteen feet in length. Thus, a six foot tall person hanging from the end of the chain would have his feet approximately at the point where the heat of the fire begins. It is obvious that one way of crossing the room would be to swing across by using the chains (hold your feet up!), catching the next chain at the end of each swing. If you attempt this, you may treat each attempt to catch a new chain as an attack roll against AC 15, with failure requiring a DC 15 Reflex save to avoid falling into the flames.
Pressing one of the buttons by the east or west doors releases a thirty foot bridge from beneath the door, which extends at door level (three feet above the fire). There is a similar bridge under the southern door, but it extends only twenty feet (joining up with the east-west bridge, if that bridge is also extended). A button directly across from the door can be pressed by hitting it with a small ranged object (such as a crossbow bolt, arrow, sling bullet, rock, etc.), but this is extremely difficult, requiring a roll to hit AC 25. Each projectile, of course, falls down into the fire and burns after it hits the wall.

Zadira |

Wow. Ideas? I would have to get an almost perfect shot to hit one of those buttons, and my arrows would probably run out trying to do that. I have fire-resistant boots, but that will only protect me a tiny bit. My acrobatics isn't enough to swing across all of those chains I don't think... anyone have a better plan than me just running across and taking the damage and trying to heal on the other side, and then pressing the buttons for you?

Kayla - Black scorpion |

Kayla size up the situation. with careful thought she takes out her short bow.
drawing an arrow she takes careful aim at the button.
lucky shot?: 1d20 + 9 ⇒ (19) + 9 = 28

Zadira |

Zadira presses the button on this side. If they connect, she runs across quickly, hoping they won't retract.
Way to go Kayla!

Zadira |

Understood. Not worried (yet) about getting south. Just trying to get someone at the west buttons, and then hopefully from there we can keep the bridge up and let someone have an easier shot at the south door buttons from mid-bridge... or at least that was my theory. :)

Zadira |

Zadira walks to the middle of the bridge and tries to hit the button by the southern door.
Lucky Shot: 1d20 + 7 ⇒ (9) + 7 = 16
Lucky Shot: 1d20 + 7 ⇒ (9) + 7 = 16
Probably not enough, even if it is easier because it is closer... proceeding on the assumption I missed, but let me know if I am wrong.
Zadira, hoping that she can keep the bridge up and give Kayla a chance to try, goes over to the west side buttons and (if the bridge retracts), pushes the button to extend it again.
She also takes a look to see if she can figure out where the mechanism is, and if it might be possible to jam it open.
Knowledge Engineering: 1d20 + 7 ⇒ (15) + 7 = 22

Kayla - Black scorpion |

As Zadira fires, Kayla looks up at her, ya think if we activate that bridge, one of these will go away? then as that sinks in, Kayla rushes over to the door the bridge connects to.
maybe we should just go with what is working right now, ok?

GM Choon |

Proceeding west you encounter an annoying gate that locks upon stepping on a pressure plate and magically laughs at you every time you try to open it. It takes a couple tries, but you succeed and move on.
Further west you find the stairs leading up, probably into the room with the metal snake, and a room with another odd statue. It's of a man in armor riding a dragon. The man’s helmet (or possibly his head; it isn’t clear) is in the shape of a demonic-looking mountain goat with large curved horns. He carries a heavy mace in his left hand, and bears a shield with the device of a bat. There is a large, oval-shaped pool of water directly in front of the statue, apparently intended as a reflecting pool. The water in the pool is green and stagnant, covered in algae. Raking the bottom of the reflecting pool to get below the scum
on its surface, you find 20 gp, 100 sp, a broken tooth, and an old boot with a 100 gp gem sewn into the heel.
That brings you full circle and leaves very few places unexplored. You head south over the fire pit using the stone walkways (you're bound to get lucky eventually, right?) and come to a T intersection. You go right.
This room contains five sarcophagi; the lid of each one contains a small dent where something has been dug out from the stone. The first three sarcophagi have already been opened and stand empty with their lids beside them. The fourth and fifth sarcophagi are still closed: the fourth sarcophagus contains a normal skeleton and a nest of mice, and the fifth sarcophagus contains a normal skeleton holding a rusted (and worthless) dagger. There is a secret door, however, leading into the adjacent room.
This room contains three sarcophagi, each with a single ruby set into the stone lid.

Grelthe |

Party inventory updated
Grelthe assumes Kayla or Zadira will be interested in the rubies, so positions herself between two of the sarcophagi, ready to defend if needed.

Catarya Utanbe |

"How many rooms in tis place are for burying te dead? Such places should be sealed properly."
Catarya scans around, looking for any sign of danger, magical or otherwise.
Using detect magic.
Perception: 1d20 + 13 ⇒ (18) + 13 = 31
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26

Zadira |

Waiting until Catarya says it is clear,
Zadira casts open on the first sarcophagus (will pry out the rubies afterward just in case that would set off a trap). If that doesn't work, then she gets help to lift off the lid, since her strength stinks.

Grelthe |

Grelthe is positioned to help. Perhaps one of our more melee folks can help with the other side?
What time of day is it? Aka how long have we been down here? trying to space out my raging songs.

Kayla - Black scorpion |

Kayla stands guard as the others work to get the gems. drawing her blade and ready in case the undead want to try and take the gems back

Zadira |

Zadira and Grelthe should be able to get the thing opened, correct? If so, we open it, with Catarya and Kayla watching for danger.