| Keil |
Sutlely clearing his throat, "Soap?"
| Brok Nunnelnoggin |
Brok crouches down and studies the room, looking for traps.
perception for traps: 1d20 + 9 + 2 + 1 ⇒ (4) + 9 + 2 + 1 = 16
He also looks to see if there any tracks from creatures coming to tend the two green fires.
survival: 1d20 + 5 ⇒ (5) + 5 = 10
"don't see how the fires stay lit if no one comes to tend them...."
| Grezzor |
Vark looks at Brok:
Magic.
"Definitely" - Grezzor confirms, with a look at Arlok, and a poke back - "The only auras I see come from the fiery bowls - Evocation magic - the power of sheer destruction"
| Keil |
Keil whispers, repeating Grezzor's words, "Sheer destruction..." Looking at the goblin wizard with enquisical yellow eyes he asks, "The bowls have destructive power? or the flames? Perhaps the flames contain it."
| Grezzor |
The goblin looks back at Keil - "It is a possibility, it all depends on the objective of its conjurer" - he ponders, studying the flames further.
Not sure if... Spellcraft?: 1d20 + 8 ⇒ (15) + 8 = 23
| Brok Nunnelnoggin |
"Seems like a waste of magic just to make a fire. There's plenty of stuff in the world to burn." Brok says over his shoulder to Varg as he studies the room.
| Komm the "Grandfather" |
Brok does a quick look around the room, steering clear of the bowls due to the heat radiating from them. Nothing else catches the goblin's eye.
Grezzor studies the emerald-green flames shooting upwards and sees they are definitely real and not illusionary. The bowls seem to maintain and control the flames, as well as tint them the unusual color. He has never heard of such magic before.
| Raaz Al'Zuul |
Raaz Al'Zuul will follow Keil towards the entrance of the large room with the green fire pits. He waits nervously as the scouts search the room. He clutches his longspear protectively in a defensive position as he looks around for signs of trouble:
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
| Praetor Grey |
Grey attempted to decipher the nature of the magical auras.
Detect Magic, and Knowledge Arcana to determine a persistant magical effect. I know it's Evocation, so that's a start. Lets see if we can narrow it down even more.
Knowledge Arcana: 1d20 + 9 ⇒ (15) + 9 = 24
| Brok Nunnelnoggin |
"I agree, I don't like the green god-fires .... let's look somewhere else." Brok answers back to Grezzor.
The little ranger monkey-walks back up the hall (token moved on map) to the unexplored south-facing door.
He examines it for traps and checks to see if it is locked.
perception for traps: 1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 28
| Malzii |
"Good idea," Malzii whispers. "Room seems important, wouldn't be green fire here otherwise. Maybe we find out more about it somewhere else," she comments as the group prepares to backtrack and explore in a different direction.
Yeah, I got nothing on Malzii's end that hasn't already been checked or tried for now.
| Raaz Al'Zuul |
When Raaz Al'Zuul hears that the flames are divine magic he casts Detect Magic and uses Knowledge Religion to try and determine the effect. He keeps his distance from the pit while he examines the magical energies:
Knowledge Religion: 1d20 + 5 ⇒ (12) + 5 = 17
| Komm the "Grandfather" |
While the rest of you retreat from the chamber, Raaz tries recalling what deity has emerald flame as part of their trappings. Unfortunately after consulting with Praetor Grey nothing comes to mind. While this could be a shrine to the Goat Prince, he has never heard of such a shrine to Orcus before and the spell effects do not mirror any the witch-doctor has heard of before.
Moving on you all hear the chittering of rats off in the distance but they do not show themselves openly. Brok finds no traps on the door and opening it shows a partially collapsed room. The southern portion of this room has collapsed, and is filled with rubble and dirt. There appears to be nothing of interest in the intact part of the room.
Map updated.
| Brok Nunnelnoggin |
Brok pokes about in the rubble to see if there's anything buried.
perception: 1d20 + 9 ⇒ (11) + 9 = 20
| Komm the "Grandfather" |
1d6 ⇒ 6 no.
As the rest of you watch from the corridor Brok cautiously enters the room and has a look around. As the goblin pokes around the collapsed rubble and dirt he feels loose pieces of rubble falling from the ceiling though nothing too big thankfully. His search turns up empty however.
| Keil |
Keil suddenly gasps for air. Quickly looking around the fetchling gets his barrings then opens his filthy mouth in a great yawn. His halitosis is revolting. With Brok busying digging around, Keil peeks his head around the corner and does some quick mental math. Grezzor's suggestion to double back makes the shadowy man's eye twitch, "This way seems to connect...I think." The fetchling's reasoning does not sound very convincing, even to himself.
Untrained Survival to deduct the two corridors connect: 1d20 + 1 ⇒ (6) + 1 = 7 - Sheesh!
Perception - looking down the new corridor: 1d20 + 6 ⇒ (9) + 6 = 15
You mean to double back through the centipede room?
Vargrenz
|
Lets follow the passage, that appears to connect, around to the door directly north of #7. After we check that, we move back to the other door on the south side of that E-W passage, which leads into that black area east of #7 and north of #9. Assuming we are still alive after those two, we can proceed to the door on the north side of that corridor, to the right of, and slightly below, the entrance, #1.
| Brok Nunnelnoggin |
"I don't want anything else to do with the room that puts people to sleep. Let's head this way ..."
Brok scampers east down to the corner and checks the passage heading north for traps.
perception: 1d20 + 2 + 9 + 1 ⇒ (14) + 2 + 9 + 1 = 26
| Malzii |
"Brok-goblin has right idea; Malzii doesn't want to mess with poison room again unless have to," she grumbles as the group confers on which direction to explore next. "Builders of this place not know how to make a building that make sense. Lots empty rooms, no clue what they supposed to be for. Is stupid unless not making sense the point to start with."
| Brok Nunnelnoggin |
Brok will assist Keil in disarming the pit trap. (his score is better than mine)
Disable Device aid another: 1d20 + 5 ⇒ (12) + 5 = 17
| Keil |
Seeing the trap Keil smirks, "There's a lot of these." Cracking his knuckles the shadowy man kneels beside Brok, "No. Not there, here." Stopping Brok from reaching out too far across he trap, Keil grins then removes a small leather fold from a vest pocket. He selects a few delicate yet oddly shaped metal tools. Although they look second hand, the fetchling puts them to good use.
Disable Device: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Pretty sure that's enough
| Brok Nunnelnoggin |
Assuming that it's safe, Brok skirts around the pit trap's triggers and sees where the hallway leads.
does it continue north, or just turn towards the west?
Vargrenz
|
Varg points down the passage (that heads toward #5).
We should check those doors before going north.
I say the north door (which is south of the "B" door) first. Then the first south door, then the second south door. In that order unless someone else wants to go somewhere else.
| Keil |
The fetchling clears away his delicate implements as the others settle on directions. He appears distracted, muttering to himself incoherently, We are not the first down here or to come this far...evidence of their presence was in the glued room. Surely they others have encountered the same traps we now face...why not mark them? Were they careless? They must have seen them and disabled some or not seen them and were punished or walked to their death... Perhaps, something lurks here, knows of the traps and is resetting them... Refolding the leather pouch, Keil stands and tucks the kit into a deep pocket somewhere beneath his cloak. He moves west into the corridor but with a glance over his shoulder notices Brok has disappeared up the hall to the north. "Seems our lead has other plans..." Keil turns back to face the west corridor. Waiting for the goblin he just stares at the three doors, wondering what lays beyond their barriers.
Perception Aid Brok: 1d20 + 6 ⇒ (3) + 6 = 9
| Brok Nunnelnoggin |
Brok nods and thinks to himself "I guess I should expect rigid thoroughness from a bunch of folks recruited by a demon..."
He moves down the hall to the west, stopping at the first door in the north wall and checks it for traps and to see if it is locked.
perception: 1d20 + 9 + 2 + 1 ⇒ (18) + 9 + 2 + 1 = 30
(moved Brok on the map to just outside the door)
| Komm the "Grandfather" |
Brok examines the door and determines the room beyond is empty. The only thing of note is the ceiling of this room is hung with abnormally large cobwebs, but they crumble at the touch, being extremely old.
Moving on as per Vargrenz's plan...using Brok's Perception roll here as well
The room to the south is also empty but the keen sighted goblin does find a secret door in the east wall.
Map updated.
| Keil |
Keil's heart pounds excitedly, "Concealed entries are a good sign." Rubbing his hands together the shadowy man checks the door for sneakiness before attempting to open it.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
| Brok Nunnelnoggin |
Brok crouches down and peers past the fetchling to examine the secret door for traps.
perception for traps: 1d20 + 9 + 2 + 1 ⇒ (1) + 9 + 2 + 1 = 13
"Looks clean to me ...." he mumbles as he re-ties a boot lace.
| Keil |
Nodding his agreement, Keil pries open the door...