
Absinthe Mooneyes |

"The truth of the pudding is in the eating thereof," Abby says in a distracted tone as she brings out her roll of little tools and helpmeets…
Disable device, take twenty for a total of 39. We agreed to just take our time, right?

Jarha Madu |

Yes, I think so. So far this labyrinth seems to be waiting for us to come fall into its traps rather than coming after us with urgency.

Absinthe Mooneyes |

In order: tilting floor - sonic pulses - spears: 1d20 + 19 ⇒ (19) + 19 = 38 - 1d20 + 19 ⇒ (4) + 19 = 23 - 1d20 + 19 ⇒ (13) + 19 = 32

DM NomadSage |

Absinthe neutralizes the tilting floors with relative ease, using a number of well-placed shims to keep the floor panel in place. She moves on to the sonic pulse, disabling what she believes is the link between the plates and maiden statues. Next, she carefully approaches the statues and starts to work on the spears.
Fifteen seconds later, a loud *click* echoes from the floor panel behind her. The floor stays in place. Absinthe starts to breathe a sigh of...
Then the maiden statue blasts her with a deafening screech!
DC 15 Fort save or stunned and deafened for 1d4 ⇒ 1 rounds.
Then, as she reels, the barrage of spears fly out!
Maiden Spears vs Absinthe: 1d20 + 12 ⇒ (15) + 12 = 27; Damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12

Absinthe Mooneyes |

Dammit. Fort. 1d20 + 6 ⇒ (3) + 6 = 9. DAMMIT!
Absinthe lies still and bleeding, but her eyes blaze with clear fury.

Segang |

Ab! Segang yells as he hesitates, trying to decide if its save to go down the passage. He pauses for a moment to see what else might happen.

Absinthe Mooneyes |

Perception 1d20 + 11 ⇒ (8) + 11 = 19
"That was infuriating," Abby says in a quiet voice as she comes limping out of the danger zone - yanks out the spear that punctured her, and whacks it against a wall with a scream of fury, breaking the slender projectile!
"I would appreciate a little healing and a hit from the Cat's grace-wand before I try again," she says once the echoes of her fury have died away, clearly struggling not to grind her teeth.

Melianthe Ssulissien |

Perception: 1d20 + 12 ⇒ (16) + 12 = 28
The trap wasn't disabled. You could trigger the trap and run through...I wish we had a portable wall to just stop the spears..."[/b]
[ooc]How much healing does Abby need?

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

"Bah! Stand back folks, time for me to make up for my misplaced cowardice earlier."
Seren runs in place for a moment and then lumbers up his arms. Then with a deep breath he takes off in a sprint down the hall.

Jarha Madu |

”Stop, Seren! If it is a matter of triggering the trap then I can do that at a distance by manipulating the aether!. will that work? If so, then Jarha how does that

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

"It resets and Mel says it's a delayed trigger. I"m going"
Seren takes off.

Jarha Madu |

”Stop! I can disable the trap from here by manipulating the aether!”
Jarha will do it even if Seren does not stop, trying to do it before Seren gets there:
disable device: 1d20 + 11 ⇒ (18) + 11 = 29
If that’s not good enough I think he can take 20 for a total of 31, given that there are no negative consequences for failing from a distance as I understand it

DM NomadSage |

Seren bolts down the hallway. Jarha shouts and haplessly tries to telekinetically disable the trap... the fine work is too time consuming, and he has no chance.
Seren reaches the far end the hall safely. A few moments later, the traps activate. The floors remain stuck by Absinthe's work, but the sonic screams and spears still fire. Happily, Seren is well clear of their effects.
Who's next?
Around the corner, Seren sees that the corridor runs another ten feet before opening into a wide circular chamber surrounding a two-foot-tall well. A stone statue of a rearing snake rises from the center of the well. Along the length of the serpent’s body, dozens of carved arms cross over the creature’s belly—each arm grips a long curved blade. The statue’s serpentine head rises ten feet above the surface of the water, gazing down coolly towards Seren with amethyst eyes.

Jarha Madu |

”I could have disarmed it, but I guess this is how we’re doing it...”. Jarha runs through, following Seren’s lead.

Absinthe Mooneyes |

"You do your thing, and I'll do mine," Absinthe says.
Take 20 on Perception. If Mel saus it's safe and it's neefed, Disable device 1d20 + 19 ⇒ (5) + 19 = 24

DM NomadSage |

Melianthe detects no magic.
Unsurprisingly, the room is indeed trapped -- a series of slashing blades that strike any who approach the well. Working together, Absinthe and Jarha disable the trigger mechanism. It appears safe to enter...
1d20 + 19 ⇒ (1) + 19 = 20
1d20 + 11 ⇒ (10) + 11 = 21

Jarha Madu |

Warning the others so they can prepare themselves, Jarha (still invisible and standing outside the room) will telekinetically disturb the surface of the water.

Jarha Madu |

Jarha cautiously and quietly enters the room and searches for hidden exits and other items of interest.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Stealth: 1d20 + 24 ⇒ (18) + 24 = 42

Jarha Madu |

"Do we want to try to grab those gems? They look valuable. On the other hand, we've so far been leaving stuff alone..."

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

"It couldn't hurt to walk away with something of value from this God forsaken death trap." Seren eyes the gems with avarice.

Jarha Madu |

Given that Jarha's "telekinetic finesse" ability allows him to do fine manipulation at a distance, including the disable device skill, and that if he gathers power with a move action he can telekinetically move 6000 pounds of material (600 pounds without gathering power), could he use it to pry loose the gems at a distance? Seems like he can leverage a lot of telekinetic force...

Jarha Madu |

Paizo is back online!
Once everyone is in position, Jarha telekinetically pulls lever #2.

DM NomadSage |

You backtrack to the second lever. Once everyone is in position, safely clear of the rotating walls, Jarha activates it. As before, the walls and floor vibrate and shift. The way towards the biting wasp and maiden statue gauntlet is closed off. Looking around the nearby rooms, you find a wall to the south has opened up a new chamber.
Roll20 map updated. I moved your tokens to just outside the new area.
Both walls of this twenty-foot-long corridor are decorated with row upon row of tiger heads. Each head appears to be that of an actual, once-living tiger. The heads are remarkably well preserved—their gaping mouths and glaring eyes even appear to be moist.
Actions?
EDIT: When I get a chance later, I'll update the map with some room labels. Since the area keeps rotating and changing, I hope that will help you keep track of where landmarks are.

DM NomadSage |

Okay, updated the Roll20 map with some labels. Shorthand reminders in the spoiler below, but you can backtrack in the thread a bit to dig out more details, if desired.
Labyrinth Entrance - bronze double doors carved with tiger images, flanked by two tiger-headed man statues.
Corrupted Pool - 5 foot diameter pool with murky, green water.
Refreshing Pool - 5 foot diameter pool with crystal clear water.
Darksphinx - Encountered the darksphinx and the symbol of sleep.
Threatening Murals - Curved hallway decorated with disturbing artwork.
Three Flavors of Venom - 3 trapped chests with a riddle.
The Fangs of Diomazul - large well with many-armed serpent statue; had amethyst eyes.
The Wailing Maidens - triple-trapped corridor gauntlet of tilting floors, sonic blasts and spears.
The Stinging Wasps - trapped room decorated with wasp swarms.
Meditation Chamber - calm room with restorative black marble column.
Hopefully that helps... and hopefully the website stays healthy long enough for us to get some momentum back!

Jarha Madu |

After the rooms shift, Jarha waits in deference to others, but his curiosity eventually gets the best of him and he peers down the corridor, looking for traps, examining the floors, walls, and tiger heads:
Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Segang |

Tiger heads? This looks quite unsafe. Segang states flatly. It has to be a trap, right? A tankard of ale says that at least some of these things animate as we try to move through. If it is a trap perhaps it can e disarmed?
Segang studies the entry.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Absinthe Mooneyes |

"Tigers are not always a bad omen," Absinthe says, quietly. "Now please let me work."
Taking 20 on Perception plus trapfinding, for a result of 34.

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

"I am with Segang. Everything is a trap around here." Seren looks around anxiously

DM NomadSage |

As expected, the tiger heads are indeed trapped: they animate and bite any that come within their reach. However, Absinthe locates a hidden switch near the entrance that appears to temporarily disable the tigers.
With the trap neutralized, you are able to search the room safely. You do not find any valuables, but you spot a latch that opens a secret door in the side wall... opening into the circular room with the many-armed snake statue and pool!
Map updated. Where to?

Jarha Madu |

"Looks like we've hit a dead end. This really reminds me of some of the tombs I used to explore back in Osirion -- without all the tigers and revolving rooms, of course. I wonder if we go through this secret door and again run past the trap with those maiden statues, we might find a new area has opened up. The only other alternative is to hit the lever again and restore the prior state, but like the idea of seeing if there is a new area."

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Seren stares at the map notes hard.
"We could hit lever #2 a couple times and maybe find an area to the north of us and south of the threatening halls. I bet it spins too, might be able to find another lever there."
He taps his finger on the door to the north of the threatening halls. "However, I doubt there will be another configuration that allows us to get to this area here. We should check it out before we start moving the rooms around again."

Segang |

We have left a few items of value behind. We could go back and retrieve them if we have run out of other areas to search.

Jarha Madu |

"I agree Seren. I think we should check out that area while we can, even though it means running past the maidens trap again. And, Segang, I am willing to try to pry some valuables at a distance using telekinesis, up to 40 feet away. Let me know if we are passing any you want me to try to grab."

Jarha Madu |

Unless I'm mistaken, I don't think there are any valuables we've left behind between here and the threatening murals. Jarha took the two amethyst eyes from the "Fangs" fountain room. Have those been added to the loot sheet?
BUT, there are the three chests in the "Three Flavors of Venom" room right behind us that we had decided to leave alone. The description: "Three large wooden chests, their lids decorated with carvings of cavorting tigers, sit against one wall of this room. Some sort of message seems to be carved on each lid. Colorful frescoes on the wall opposite the chests depict hundreds of tigers marching in widening circles around a single green gem the size of a fist, set in the wall and carved to resemble a tiger’s head." We never figured out the riddle. In terms of traps, "The left chest is coated in a thin layer of some substance. The middle chest appears normal, with no noticeable traps or triggers. The right chest also seems trap-less, but you note the lid has a perfect seal." Jarha could try to telekinetically pry the massive gem out of the wall, or opening any chests from a distance, or we could leave it all alone for good.