
|  Buchart | 
 
	
 
                
                
              
            
            I will make a Knowledge Arcana check and a Spellcraft check to help see what I can. Shall we team this Sekkim? It will improve our chances of discovering anything if there is anything to discover.
Knowledge Arcana: 1d20 + 6 ⇒ (15) + 6 = 21
Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
GM Pablo, can you give us a time check? I figure we've been in here about 4-5 hours.

|  Buchart | 
 
	
 
                
                
              
            
            I'm just worried that, if there's a problem behind each doors, we would have to deal with both problems at once. Plus, how are we going to open both doors at once? Fernleaf is the only one who learned how a doorknob works at the Academy.
lol!

| GM Pablo | 
 
	
 
                
                
              
            
            Yes about 4-5 hours in here. You can rest whenever you want or keep going. It is raining outside and about 6pm. The keys seem very similar, but obviously fit different locks. Detect magic reveals the magic is transmutation. Inspecting the keys and locks you think there is something lice arcane lock spells cast on these items.

|  Sekkim | 
 
	
 
                
                
              
            
            Logically, the key we got from the smoke filled room is more likely to have someone to rescue behind its door, because that key was retrieved, and possibly used, by a recent visitor.
The key from the bottom of the pool might have been down there a long time. That door might not have been opened by recent visitors at all.
So whichever door fernleaf's key opens, we should try there first.

| GM Pablo | 
 
	
 
                
                
              
            
            Fernleaf checks the keys to match the locks 
Fernleaf Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Fernleaf is pretty sure the key from the smoke filled room is the left door and the Pool key is right.
Rolande moved you and kitty, but no doors opened yet - been here a while so figured someone was checking on the open door to the outside behind the party.

| GM Pablo | 
 
	
 
                
                
              
            
            The key works and Fernleaf pushes the door open then moves aside.
A small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
The corridor exits north then turns west out of the room.

| GM Pablo | 
 
	
 
                
                
              
            
            Buchart finds nothing magical in the room or down the hall.
Fahari walks into the room sniffs looks about then hops up on the bench and stretches out. Yawwwwwwwn...
It looks like the rooms have been taken care. There is not much dust about and you see no obvious footprints here or signs of combat. It looks as if someone has been keeping the areas you have been in clean with the exception of the parts of bone and blood from recent fighting. You remember there were some brooms back in the maze area leaning against the wall.

|  Fernleaf Ivy_ | 
 
	
 
                
                
              
            
            I will:
Head to the door where indicated
Observe the door in my thiefly way, checking for traps and locks. Also, smelling and feeling for heat.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
If nothing, I will perform the well-rehearsed push-and-duck maneuver and open the door. If it is locked, I will attempt to open it; but not just yet...
"Should we continue forth? Or should we use the other key on the other door first?"

| GM Pablo | 
 
	
 
                
                
              
            
            Fernleaf skulks about and investigates the door closely. Finding no traps he opens it and moves back. The door opens revealing a single pillar in the center of the room which supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the north side. Dozens of arrows jut from holes in the pillar, facing every direction. There is a door to the north and west.
As you look the pillar starts to spin then the door slams shut. You hear the door pelted with arrows.

| GM Pablo | 
 
	
 
                
                
              
            
            You see the floor has several arrows lying about.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
You notice all the arrows are blunt like the ones you found. So the damage would be non-lethal. When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage. When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. 
As you look the pillar starts to spin then the door slams shut. You hear the door pelted with arrows.
You hear the pillar spin down and the arrows stop. 
Looks like it has more ammo!
Sekkim, Smek is nervous about someone in the room behind the barred door. FYI - there is no bar blocking the door looking from this side.
 
	
 
     
     
     
	
 