DM Carbide |
Rowane determines that it's a magical key, able to bypass some indeterminate arcane warding. In the absence of the wards he can't tell exactly what sort they would be, though.
DM Carbide |
I'll let anyone else who wants to search for anything or otherwise interrogate the room sound off before moving on. There's also the small matter of deciding which way to go, as you have four options (not counting declaring victory and leaving).
Master Temperance |
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Temperance pokes around the room inquisitively. "Hello, birds. Do you speak? Do you sing? I am Temperance." He then wanders to examine the subject matter of the paintings.
DM Carbide |
The paintings cover a variety of themes; there is one showing Oppara at night from Aroden's View, the city gleaming with the lights of thousands of lanterns; a pair of forest scenes; and the like. Occupying a position of honor is a portrait that it takes you a moment to recognize is of Hunclay himself, looking rather more intact than when you saw him last.
Huc. |
Huc follows the team inside with his big axe shouldered. He assists as Rowane requests, surprised and happy with the man’s business-like, take-charge attitude. ”Nice find, fella,” he remarks with a nod to the little key-thingy.
He gives a few short whistles, commanding Fynn to protect Arien, then moves forward as the team suggests. ”Left it is.”
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
He nods to the portrait of Hunclay, "You're becomin' a thorn in my ass, wizard."
DM Carbide |
Under the circumstances, and since Master Temperance was so close, I'll give you this one.
Huc notices a couple of smudges on the frame surrounding the wizard's portrait, right about where someone would take hold of it if they wanted to move it. Behind the picture is a niche with a small switch, currently set to point at the word "Live." The only other possible position for the switch is labeled "Safe."
DM Carbide |
After a bit of experimentation, you find that the switch turns the trap just inside the room on and off.
DM Carbide |
The west door opens to reveal a narrow hallway ending at the outside wall, with doors on the north and south walls.
DM Carbide |
The hallway is surprisingly stark, considering the splendor of the entryway, and Huc finds nothing of interest. There is likewise nothing of interest to be heard at either door.
Arien Keyne |
Giving her knuckles a satisfying crack, Arien moves forward to work her magic on the door.
Perception/traps, Inspiration: 1d20 + 11 + 5 + 1d6 ⇒ (10) + 11 + 5 + (6) = 32
Disable Device, Inspiration: 1d20 + 12 + 1d6 ⇒ (14) + 12 + (5) = 31
DM Carbide |
Because of the results of the first check, I'm going to reuse your second roll.
Arien detects no traps on either door.
DM Carbide |
She checked one (it didn't matter which), and on finding no traps on the first door checked the other (I used her Disable Device roll for her Perception check).
DM Carbide |
The door flies open, revealing a well-appointed parlor. In its northeast corner, a huge globe of Golarion sits cradled in a polished mahogany stand. Sextants, astrolabes, and paintings of unearthly landscapes are displayed on the walls.
Anticipating the next questions:
There are no magical auras detectable in the room, nor does Arien find any traps.
DM Carbide |
Huc notices that the various instruments are mounted so that they can be easily taken down for use.
DM Carbide |
Master Temperance is reasonably sure that there is nothing concealed in the room.
Arien Keyne |
Perception, Inspiration - looking for hidden doors, levers etc.: 1d20 + 11 + 5 + 1d6 ⇒ (20) + 11 + 5 + (4) = 40
Arien glances around the room, suspicious of its seemingly innocuous furnishings. Probing the walls, she looks for anything conspicuous.
DM Carbide |
Arien detects nothing concealed.
Arien Keyne |
Arien frowns at the apparently ordinary room, then follows Huc.
DM Carbide |
The contents are worth quite a bit, but that's all. If you were looting the place that room would be a big deal.
With a collective shrug, the party moves on to the next room. The door opens to reveal an obvious dining room--the long oak table in the center is surrounded by matching ornately-carved oak chairs. On each wall hangs a large, framed painting of a desert landscape.
Let's cut to the chase. This room, too, contains nothing but what you see. Again, the furniture and paintings are worth over 1,000 gp, but since you're not looting it doesn't much matter unless you wanted to put in a bid on it when it comes up for auction.
Huc. |
Huc quickly loses interest in the new room, as well. "Hmm. Looks clear," he says with boredom, then hikes his thumb back toward the main room, "Other side?"
If there's agreement, Huc makes his way back into the main entry room, to the remaining door, and assists Arien with any checks she makes at it. :)
Arien Keyne |
Arien follows Huc's lead, moving to inspect the next closed door.
Perception/traps, Inspiration, Aid Another: 1d20 + 11 + 5 + 1d6 + 2 ⇒ (3) + 11 + 5 + (1) + 2 = 22
Disable Device, Inspiration: 1d20 + 12 + 1d6 ⇒ (3) + 12 + (1) = 16
DM Carbide |
To the investigator's surprise, the door is neither trapped nor locked. Once open, the party can see beyond to a kitchen, well stocked with all the accoutrements necessary to prepare gourmet meals. A large cabinet along one wall contains a fine set of silverware and expensive dinnerware, with enough place settings to match the number of chairs in the dining room.
There is a curtained cubby in the northeast corner of the room; it contains two cots and two chests with cheap locks. (Arien figures she could open them blindfolded, with a stick, behind her back. She manages to do so.)
The chests contain inexpensive clothing--it looks like the sort that a servant might wear, one set of women's clothing and one set of men's. There are also a few coppers, a whetstone, and some other bric-a-brac that's not worth much. Nothing in either chest is magical.
Cutting to the chase again: this is a kitchen with nothing special about it save the value of its contents.
Master Temperance |
Temperance's eyes widen. "We are...to...deactivate traps...deal with guardians...appraise...erm...is it near supper time? I could make a lovely roux in these pots...and does anyone have any fallowweed, rosenthistle, lavender hips? Wait, I might have..." He starts to pat down his person, beginning a detailed inspection of the gourmet cookware. "Most people are unaware that you can use this--" he holds up a melon baller, "--to, to make the most sumptuous savory golden beet balls in a gorgon cheese bechamel sauce. 'Gorgonzola', they call it in Cheliax, something to do with the lovely stink of the cheese. Very difficult to milk a gorgon..." He continues to mutter, obsessively, over the cookware, cutlery, mandonlines, stirrers, and every gew-gaw he can touch.
Profession (Cook): 1d20 + 12 ⇒ (6) + 12 = 18
DM Carbide |
Well, we've lost Master Temperance. Where are the rest of you going?
Arien Keyne |
As Temperance becomes ensnared in a culinary daydream, Arien investigates the remaining doors. "I suppose this must be the larder?" She halfheartedly raises her lockpicks, clearly disappointed with the few challenges presented thus far.
---
West door
Perception/traps, Inspiration: 1d20 + 11 + 5 + 1d6 ⇒ (3) + 11 + 5 + (1) = 20
Disable Device, Inspiration: 1d20 + 12 + 1d6 ⇒ (14) + 12 + (6) = 32
---
East door
Perception/traps, Inspiration: 1d20 + 11 + 5 + 1d6 ⇒ (3) + 11 + 5 + (3) = 22
Disable Device, Inspiration: 1d20 + 12 + 1d6 ⇒ (2) + 12 + (6) = 20
DM Carbide |
Neither door appears to be trapped, nor are they locked. However, while the eastern door opens easily to reveal the predicted larder, the western door refuses to move despite Arien's best efforts.
DM Carbide |
The larder is well-stocked with staples; Master Temperance gets the idea that Hunclay did not dine as sumptuously by himself as when he was entertaining, and guesses that when he did entertain guests he had the servants purchase more extravagant foodstuffs then.
DM Carbide |
There was certainly a strong sense that wanton property damage was to be avoided.
The door remains stubbornly fixed in place despite Huc's shove.
Huc. |
Huc shrugs, ”We were hired to clear threats. We’d be half-assin’ it if we left entire rooms unexplored. I doubt this door is a rare family heirloom, but you can bet my hairy ass they will want to know what’s behind it.”
Unless told otherwise by his group mates, he’ll take after the door with his axe, spending as much time as necessary to sunder it. (Unless it proves too resilient for him to break through.)