| GM Pablo | 
Unable to make anything happen Fernleaf leaves the switch for later and advances further down the hall toward the what clearly sounds like sobbing and crying. Just as he sees a door down the north corridor the floor drops out. Pit Trap! he falls 10 feet into some pillows and takes Fall: 1d6 ⇒ 5 luckily the pillows make the damage non-lethal.
Cela chats with her kitty and she says you can call me Fahari (fah-HAH-ree) "magnificent" in Kelish.
|  Fernleaf Ivy_ | 
Is this locked door forever locked to me? Until I gain a level? If so, let's burn the sumb&$%% down
Anyone else able to open doors, disable devices or get really big and strong? Or tiny? Any magical aid like Dimension Door? Could we dig a tunnel? Teleport? Could there, perhaps be a key located nearby?
| GM Pablo | 
Diplomacy checks please!
Fernleaf - you can change the condition for a reroll 
to do that you can...have someone change the bonus via spell or ability such as the cantrip Guidance.  If someone else has disable device you can retry and have them assist.  You can have someone break the door down or try to get the man behind the door to open it with your pretty words.  The door however seems to have some kind of unusually complex mechanism DC30 to pick it open.
| GM Pablo | 
I will amend my statement on Disable device Try Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks. So yes you can retry. When you get back to civilization a set of masterwork tools will help immensely. Feel free to retry, but it isn't an easy one.
"The mayor sent you?...You evil bastards are not going to trick me into opening this door so you can rip me apart. Ohhhh I am doomed to starve in here." He stops crying and all goes quiet.
Mentioning the mayor seems to have helped a little and Rolande your roll will count as an assist +2 also new rolls now have a +4 (+6 total with the assist).
Anaba Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Buchart Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Cela Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Fernleaf Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Rolande Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Sekkim Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Cela hears the sound of a crossbow being loaded behind the door.
|  Fernleaf Ivy_ | 
"Mr Prisoner dude. I am but a tiny halfling sent to rescue you at great peril to myself. Surely if a little halfling can manage to get to you, then you can at least open the door like a big boy? C'mon. Preeeeettty please? I have some lovely food here for you. Just crack the door a little and you can see we are harmless."
Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
|  Fernleaf Ivy_ | 
wow... OK moving on...
I want new dice!
"Sorry sir, guess we will have to move along. Good luck with starving and all. I guess we'll just find the children and rescue them. Enjoy your lonely, agonizing death."
Then I will head South and stealth my way through the columns, etc. as before.
| GM Pablo | 
3 and 1 wow ...just wow! you can keep trying or tell me where you are moving or doing
Fernleaf hears quiet sobbing as he moves away from the door in frustration
"Why do you torment me so!!??"
Moving south away from the door 10' Fernleaf finds another pit trap and lands on more pillows. Falling Non-lethal: 1d6 ⇒ 6
You may want to do some healing - you stil have damage from the first fall. Now -11/18...and start rolling perception checks as you move for traps too!
|  Fernleaf Ivy_ | 
The Fernleaf show is not very entertaining. Maybe it is from where you stand...
I take out my grappling hook and rope and throw it up over the lip of the pit trap. Then climb out if possible
Climb: 1d20 + 3 ⇒ (7) + 3 = 10
Does anybody have the ability to find traps continuously? Like a spell? These comfy pillows are getting less comfy by the minute.
| GM Pablo | 
You have a wand of Cure light wounds Cela can use on you.
Wand CLW: 1d8 + 1 ⇒ (4) + 1 = 5 
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7 
Two charges and you are off. I will make the rolls for traps (in this room) as you move if that is OK for you.
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
 
	
 
     
     
     
 
                
                