
DM Fflash |

Portal
Other than Ike's body, the rotting undead corpses and the surprisingly present body of the bone devil, Magma notices nothing else.
Nowzai analyzes the device, a minor artifact of relatively recent creation (several years old), it is a permanent portal connecting two points well distant from one another. You realize that permanent closure is difficult requiring individuals of equal alignment on both sides of the portal to both touch the portal and speak the command word simultaneously to turn it off. It can then be turned back on in the same manner. If individuals of opposite alignment do that, then the portal would be permanently destroyed.

Nowzai al'Nazari |

Ze Portale
After a minute of analyzing the portal magically, Nowzai explains to the others. "It seems permanent destruction would require a person of diametric morals. In the case of you and I, Epik, that would mean a treacherous and evil soul -- certainly no one we could cooperate with." He shakes his head, thinking. "We could turn it off temporarily, however. If I pass through and then we both touch the portal from our respective sides, speaking aloud the command phrase, it should cease to function. It is not a permanent solution, but perhaps will buy us the time we require to deal with other matters. That is, assuming we find need to travel to Kurran-Kural."

Epik |

Epik looks at Nowzai with concern. "If we shut down the portal, do you have a method to travel back?"

Dalamus Othreleth |

Dalamus waltzes on up to the front door...really? Give me some damn credit, it was clearly more of a tango!!
Dalamus will salsa back to the others and tell then that the door seems clean, but he still feels that is not the correct entry point. The windows still seem like the much better option.
"Sam if you fly around up there, do you think you could find another way in from that angle, either the roof or a secret ground passage?"

Epik |

Epik nods, "Then go forward Nowzai. May Iomedae walk with you."
He places his hand on the portal.

Epik |

Epik nods, "Yes of course, that would be prudent."
He steps through the portal with Nowzai.

Tlanextic *NPC* |

Portal
The celestial serpent's thoughts appear in all your minds.
According to the letter we found, someone is researching something related to that cage in those ruins. Who is to say that they can't reopen this portal with help, and yet we know not what they are looking for. This may be our last opportunity to search it
Two of your most regarded Temples in town infiltrated by evil entities of some sort. We assume they are related to the same conspiracy, yes?

DM Fflash |

Portal
The party steps through the portal into bitingly cold air in a convergence of lava tubes, apparently underground.
Ancient flooded lava tubes open here into a pair of smaller, air-filled tubes that lead to the east. The temperature drops alarmingly to the east, and the two passageways merge just before they are blocked by an enormous wall of ice. A narrow tunnel has been hacked through the ice near its southern edge, allowing access into a larger area beyond.
The portal looms to the northwest, cold water in the lava tubes behind it.

Sama'el Val'varen |

Sam nods to Dalamus, "I was actually thinking we should maybe move around the backside of this building and I can cast Dimension door through one of the walls on the upper level, that should surprise anyone there"
Sam will also scout the upper levels to see if he can see through any of the windows or see if there is anyway in.
He will cast fly to make moving around easier
Perception - 1d20 + 13 ⇒ (20) + 13 = 33

Epik |

Epik detects evil on the immediate area and then moves forward, towards the western door, and performs a cursory search for any threats. "Yes, we may as well explore the area while we're here."
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
If nothing seems amiss he will open the door.

Nemoris |

Sounds good to me, I'll cast longstrider, draw my bow and be ready for a fight. If it's helpful, I can also take a few seconds and check and see if anyone has been moving in and out of the building at least via the ground.

DM Fflash |

Brass Trumpet
Sam flies around and cannot spy a single thing through the darkened glass but as he goes to land, he notes a tiny triangle missing from the corner of the glass on the second story window above the front door. (Marked with a Red X). It's no more than 2 inches wide.
Portal
Moving through the door, you find it non magical and unlocked. Although Nowzai detects magic through the door as it opens. Both from the lights (moderate evocation) in the ceiling and the glass circles (overwhelming necromancy).
Pale blue lights, set flush in the ceiling, light this hallway. The walls have a subtle curve, and the entire length is etched with disturbing images and symbols. Strange glassy circles, each roughly five feet in diameter, checker the length of the hallway’s floor. Under each disc, a six-armed humanoid figure hangs motionless as if suspended in fluid or encased in glass. At each end of the hall, a pair of frost-rimed metal doors stands closed.

Epik |

Epik studies the hall looking for any trigger mechanism for releasing the humanoids. "Surely this is a trap."
Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Epik |

Epik will detect evil on the humanoid that moved. He moves around it and taps the glass to see if he gets a reaction. "I assume these are the same six armed creatures that we've encountered before."
He turns to Nowzai. "Unless you have a better idea, we may as well get this over with."
He draws his sword and says a prayer to Iomedae.

DMFflash |

Portal
Epik taps the "glass" and his hand passes right through the edge of the column into freezing cold air.
Take 1d6 ⇒ 6 cold damage
You quickly realize the two discs are creating a column of cold, necromantic energy between them. There is no other physical barrier.
-Posted with Wayfinder

DM Fflash |

Brass Trumpet
Sorry, was waiting to see if the guy who is flying was going to intervene. Pressing
Dalamus scales the building easily and peers through the crack in the window. He sees a tipped over wooden chair and a small table with a mug of some sort of drink. Behind that, it appears there are several crimson curtains hanging throughout the room, blocking view of beyond.

Epik |

Epik rubs his hand, "Yes, let's avoid the fight if we can. When ever your ready, Nowzai."

Nowzai al'Nazari |

Nowzai nods, placing a hand on both Epik and Magma while stepping forward. In a disorienting blink, the three appear at the other end of the hall.
If nothing happens, Nowzai will concentrate on the door.
Detect magic and Perception: 1d20 + 12 ⇒ (7) + 12 = 19

Epik |

Epik prepares to open the door on Nowzai's command. "Is it safe to enter?"
He takes a moment to listen at the door.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Sama'el Val'varen |

Sam will whisper
"Let's wait a second and let me scout inside. I think I have a way to get around unseen and with no way to set off any traps that are in there."
"It's safe to say that they know we are here, we took no real precautions to hide our approach, I worry if we just go room by room, your friend may just get killed and our query will just escape, give me some time to see if I can see what room he is in, and then we can teleport right to that room."
"Trust me"
Sam fly up a little bit above the roof in case anyone is watching the windows and cast a few spells.
Heroism
Invisibility
Gaseous Form
After that he will fly in through the crack and start too explore

Epik |

Epik shrugs and opens the door. "Iomedae will protect us."

DM Fflash |

Portal
You push the door open to a blast of freezing air. This chamber is nearly circular, although two sides are made flat by thick walls of ice. The entire room is filled with a lattice of thin icy strands, each flickering with faint magical energies.
Standing on the otherside of the room is a towering insectile monstrosity. A pair of frozen, multifaceted eyes coldly judge you, a vicious spear in its hands.
Actions? Image loaded to Roll 20
Brass Trumpet
Sam dissipates and flows through the crack in the window. He finds five thick red curtains hanging from the rafters. The curtains divde the room into a maze of 5 foot wide passages. Tied across each curatin are seven tinu bells. Set into the NW and NE corners are two wooden trap doors. In the SW corner, there is a small table with a hooded lantern and a locked chest resting on it.
You spy a secret door in the southern wall
1d20 + 15 ⇒ (11) + 15 = 26