
Mel Elden |

Mel pulls a length of string from her pack and cuts off a ten foot section. She wraps it about the end of an arrow, soaks it liberally from her bottle of Longshank's Old Bootrot Whiskey, and sets it alight with flint and steel.
She hands the makeshift torch to Kazador. "Would you care to do the honors?" she says.

Kazador The Clanless |

Kazador nodded. ”Thank ye.” Not daring to even breathe, he held his breath as he pushed it forward.

Brookside GM |

When Kazador's torch enters the depression in the wall and warms it, a grinding sound echoes in the chamber and the wall rises up out of your way. Green mist begins flooding into your chamber. It extinguishes Kazador's torch, leaving you all in pitch darkness.
I need DC 12 fort saves from everyone as if you were saving against a cloudkill spell!
You can see a door in the opposite wall, not directly opposite you, about fifty feet away. It doesn't have any handle you could feel but it says "Press here" in Dwarvish near a circular marking on the middle of the door.
The magical light is instantly extinguished by the fog!

Fyrtor Smithson |

Fort Save: 1d20 + 9 ⇒ (13) + 9 = 22
The light on Fyrtor's sword winks out as the fog rolls over him. He covers his face and though he coughs a bit manages to avoid the worst of the fog's effect.

Mel Elden |

Happily, everyone has Darkvision right now due to Communal Darkvsion.
Note that if you are the subject of a Cloudkill spell and have 6+ hit dice (as we do, including our NPC allies), you automatically take 1d4 CON damage. If you pass the save it's halved; but you still take it. I'm not sure what happens if you roll a 1 on the d4 and then save.
Fort save: 1d20 + 5 ⇒ (11) + 5 = 16
CON damage: 1d4 ⇒ 2 Halved because I saved.
"Gah!" says Mel. She peers into the room thanks to Fyrtor's spell granting her the ability to see in the dark. "It says 'press here' on that door. Do you suppose that turns off this ... mist?"
She eyes it. "I bet I could hit that from here. Should I give it a try?"

Kelian_Falchen |

Fort save: 1d20 + 9 ⇒ (17) + 9 = 26
CON damage: 1d4 ⇒ 1
Is that CON damage a minimum 1 or negated because it's 0.5, GM?
Kelian grimaces at the stench, but makes no comment.

Algric_Graniteson |

Fort: 1d20 + 9 ⇒ (1) + 9 = 10 +2 Hardy
Con: 1d4 ⇒ 3
Algric had been silent throughout this, glaring daggers at everyone and everything. This silence was broken by a fit of coughing as he inhaled the fog.

Kazador The Clanless |

Fort: 1d20 + 13 ⇒ (9) + 13 = 22 +2 hardy
Con: 1d4 ⇒ 1
Swift action minor form for +2 Con...temporarily, at least
Kazador, for his part, strode through the fog. With single minded determination he pushed his hand into the circular marking.

Fyrtor Smithson |

Con Damage: 1d4 ⇒ 4 halved by save so 2.

Brookside GM |

Kazador moves forward and presses that space on the door. That section of the wall opens immediately, showing you a new room that you rush into hastily.
You are now out of the cloudkill.
The new room is cylindrical stone capped by a domed ceiling. As you enter, etchings begin to glow magically on the wall. One shows a bear, another a spear, a third a badger, a fourth a forge, a fifth a house, a sixth a warhammer.
What do you do now?

Mel Elden |

"Interesting," Mel says. She examines the symbols to see if she can identify them as particular dwarven or religious symbols.
Knowledge (local): 1d20 + 15 ⇒ (14) + 15 = 29
Knowledge (religion): 1d20 + 13 ⇒ (18) + 13 = 31

Kazador The Clanless |

Lore Dwarven History And Nobility: 1d20 + 11 ⇒ (15) + 11 = 26
Lore Dwarven Religion: 1d20 + 11 ⇒ (12) + 11 = 23
Kazador looked at the room with tears in his eyes. They had made it...it had cost so much but they ad made it. Truly, a miracle from the father of the Forge himself.

Fyrtor Smithson |

As he come to a stop in the room Fyrtor stops to catch his breath. After a moment he looks around.
Sense Motive: 1d20 + 14 ⇒ (19) + 14 = 33
He immediately notices the change in Kazador and Algric. Softly he asks, "Kazador, is this a holy place? Is there some special way we should act?"

Brookside GM |

Mel and Kazador are familiar enough with the worship of Torag to know that the badger, warhammer, and forge are all holy to the Father of Creation.

Kazador The Clanless |

”Tis a holy place. One where I have never tread before.” He said with reverence in his voice. With that, he silently walked over to the glowing hammer etching and raised his hammer, so that the runic hammer touched the wall. And if nothing happens he will place his hand upon it next

Mel Elden |

"Hmm," Mel says thoughtfully. "There are definitely symbols of Torag here: the badger, the warhammer, and the forge. The other signs -- the bear, spear, and house -- have no particular significance to Torag, as far as I know. Perhaps it is another test."
She hesitates a moment, then moves over and gently places her hand on the symbol of the forge.

Captain Brolin Muse |

Con damage: 1d4 ⇒ 1
Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Muse waits to see what happens to Kazador and Mel before he goes touching his hands or weapons to anything.

Brookside GM |

You can feel a slight tingling in your hand as it presses against the symbol.
Mel and Kazador stand with their hands against the wall. Everything seems fine.

Kazador The Clanless |

Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Kazador could feel a slight tingling as he put his hand upon the hammer engraving. Unable to think of anything else to do he kept his hand there to see if anything would happen.

Fyrtor Smithson |

Fyrtor hesitates for a moment, but when nothing happens steps up, "you said the badger is a symbol of badger as well right?" Then he lays his hand on the badger with the others.

Brookside GM |

When Fyrtor places his hand on the third symbol considered holy by followers of Torag, a square stone set in the wall recedes into the wall and descends, leaving a square depression behind with three keyholes in the depression. One of the keyholes is ruby, the other is sapphire, and the third is emerald. Three pairs of side-by-side stone doors also appear in the walls of the room. Each pair of side-by-side doors has dwarvish script over the top and stone masks over the doors.
The inscription over the door reads: "One of these masks always lies while the other always tells the truth. You may ask one yes or no question after which you must choose the correct door."
The inscription over the door reads: "One of these masks always lies while the other always tells the truth. You may ask one yes or no question. They understand you perfectly but they will respond by 'da' or 'ka.' One of those means yes while the other means no but you do not know which means which. Go through the door of the truth-telling mask."
Ran out of time. Will post about the third pair of doors tomorrow.

Kazador The Clanless |

Kazador walked over to the first set of doors. To the first mask...he punched it. ”Did I just hit ye?” If it said yes then it told the truth. If it said no, then it was the liar.
To the second doors he went. He went to the first mask...and punched it. ”With Da meaning yes and Ka meaning no, did I just punch ye?” A straightforward approach from a straightforward dwarf. The rules never said that da or ka had any specific meaning, just that it was all they could say. It was the only solution he could think of.

Brookside GM |

Kazador, there's some misunderstanding here that I'll clarify. For this first puzzle, the truthful mask doesn't necessarily reside above the desirable door. For the second challenge, the truthful mask does reside above the truthful door but "da" and "ka" have preset meanings the masks will adhere to no matter what you tell them. Reasonbale ideas but they dont quite work.
Three masks are set over two doors. The inscription reads "One of these masks answers truthfully, another always false. A third is as fickle as the wind, random in response. They will answer you "yes" or "no" three times total. Choose your door.
Note there is a set solution that always works no matter how the random coin toss of the random mask turns out.

Mel Elden |

Uhh ... I feel like I need a visual aid.

Fyrtor Smithson |

I'm mad because I know I've done at least the first riddle before, but can't remember the solution now, and I don't want to cheap and look it up...

Brookside GM |

Doors 1 and 2
Two faces
One always lies, one always tells the truth
You ask one yes or no question to figure out which door to go through (not correlated to which face tells truth).
Doors 3 and 4
Two faces
One always lies, one always tells the truth. The faces understand Dwarven but won't speak it. They will respond with either "da" or "ka." One of those words means yes and the other means no but you don't know which is which.
You can ask one question and need to figure out which face tells the truth. That face is over the door you want.
Doors 5 and 6
Three faces
One always lies, one always tells the truth, one answers randomly yes or no (coin flip every time it is asked a question)
You can ask three yes or no questions.
You have to figure out which of the two doors you want.
If you get stuck, a skill check can earn a hint, if deemed relevant.
Kazador is about to approach the puzzle with brute force but he remembers that the vault-keepers were a wily old lot of tinkerers, not like the warrior rune-wardens who used and carried the great dwarven weapons. Though he had never been in the vaults, he had seen the vault keepers play kings and castles enough times to know that those old men fully embraced the plodding, logical ways of Torag in their craft. Perhaps to a slightly excessive degree. And his experience with the lock also serves as a reminder of the danger of a brute force solution.

Fyrtor Smithson |

"What do the words say?" Fyrtor asks. He winces when the burn on his cheek flares with pain as he speaks reminding him that he has yet to heal his wounds. "Mel, I hate to ask, but could you heal me as well? If you are too tired I can do it myself..."

Captain Brolin Muse |

Muse translates the words to Fyrtor.
"We've only got one question, so we should talk it out ahead of our asking it . . . " Muse sits abruptly, and begins drawing in the dust with his finger. He stays like that for altogether too long, muttering under breath and arguing with the ghosts. Twelve lines of eight runes later, he stands and addresses the party. "I think I've got it. The first riddle, at least. So, there are four realities we might live in - one where the liar sits above the safe path to the left, one where the liar sits above the perilous path to the left, one where the liar sits above the safe path to the right, and one in which the liar sits above the perilous path to the right. As we must distinguish between these four realities with but one question, the question we must ask is -
'do you rest above the safe path to the left?'"
I'll post my reasoning in the discussion thread.

Kazador The Clanless |

”So...this reminds me of when I talked to one of the vault keepers. Can’t say I understood it then. But for the first door, I think we should ask ‘Answer yay or nay, would he tell me that this door is the correct one?’ Ye see, if he says yay, then the other door is the correct one and this one is the wrong one. If he says nay, then it’s the correct one. I...think?”

Mel Elden |

"But there are three doors though," Mel points out. "I think that makes it more complicated..."

Fyrtor Smithson |

" For the first set of doors I think that it should work. For the next sets I'm not sure, but I think it will be a variation of the same. I wonder what happens if you pick the wrong door...."

Brookside GM |

Mel: There are three separate but related puzzles here. Each involves picking the correct door from a pair of doors.
Kazador asks his question of the first set of masks, pointing randomly to one of the doors in that pair. The mask replies "Nay." Kazador then opens the door he indicated and finds a small closet with a ruby key hanging from a nail.

Kazador The Clanless |

”Alright! That’s one key. Next door. So we ask ‘ ‘Answer yay or nay, with da meaning yay and is meaning nay, would he tell me that this door is the correct? Any objections before I try that?”

Mel Elden |

"I don't think we get to choose whether they use 'da' for yes or not; they'll just answer 'da' or 'ka'. One of those means yes, and the other means no, but we don't know which is which."
Mel moves over to Fyrtor, gesturing to Kelian for assistance, and patches up his wounds.
Heal: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
Fyrtor regains 40 hp, and heals 4 ability score damage.

Kazador The Clanless |

Lore Dwarven Religion to see if either word has any significance: 1d20 + 11 ⇒ (17) + 11 = 28
Lore Dwarven History/Nobility to see if either word has any significance: 1d20 + 11 ⇒ (17) + 11 = 28
Or just a clue...

Brookside GM |

Kazador becomes certain that the words are meaningless placeholders but the Rune Wardens did assign them an arbitrary meaning which cannot be changed by anyone trying to answer the riddle. But Kazador does remember what the old salt said about hypotheticals and trying to build logical, binary switches into the question to cancel out unknowns. He thinks that he needs "da" or "ka" in his question. Maybe his question needs to involve asking the mask whether it would respond "da" to a certain question.

Kazador The Clanless |
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For what felt like an eternity, Kazador puzzled over the riddles. The first answer came fairly quickly, and the third had to be accomplished through a round-about process of deductions. More about the limitations of the runic defenses than the riddle itself. As for the second...several times he was ready to concede defeat, and to fall back onto elven magic. But, seeing it as a test from Torag, he persevered. Helped in this by the memories of his lost kin, the final seal was opened.

Brookside GM |

I would have preferred to actually roleplay finishing the riddles but we've been stuck for a while so I'll let it slide. I hope Kazador means "the final seal" of this puzzle because you guys aren't free and clear into the vaults yet. Not by a long shot.
Kazador answers the second two riddles and passes safely through each door to find a small chest containing a jade key and a sapphire key. He uses all three to unlock the next chamber and the door opens soundlessly, revealing a long dark passage ahead. At first, you can see perfectly well. Then you step forward into the passage and now only Kazador and Algric can see the dark passage leading ahead.

Kazador The Clanless |

”Something tells me we aren’t done yet.” Kazador mused, as he walked into the darkness. ”I hope that there aren’t any more riddles to solve.”

Kazador The Clanless |

Kazador stopped and turned to the archer. The two glared at each other in the darkness, a contest that only they could bear witness to. One dwarf gripped his hammer tightly, and the other held an arrow in his hand. After an awkward couple of seconds, Kazador broke off and continued walking. ”Whatever it is, I hope ye help with the next one.” The warrior muttered, darkly.
The darkness swallowed them both as they went forward.

Mel Elden |

Mel lets out a short exclamation as her sight suddenly goes black. She backs up a bit.
If she backs out of the room a few steps, does the darkvision effect return?

Brookside GM |

When Mel backs out of the passage into the masks room, her darkvision returns. Kazador finds his armor suddenly less comfortable and noisier as he walks.

Kazador The Clanless |

Kazador looked back. ”Ye all coming?” He asked. Algric kept walking into the darkness.
If told about the darkvision issue, he will say “Wait a minute. Hold onto me then and I’ll lead ye in. Though ye might want to guard here, incase there is a trap ahead that targets non-dwarves.” Which you can work into your response

Fyrtor Smithson |

"Um, Kazador, I can't see a thing. Soon as I stepped into the passage it just went black."
Wait a minute. Hold onto me then and I’ll lead ye in. Though ye might want to guard here, incase there is a trap ahead that targets non-dwarves.
After a pause Fyrtor hesitantly says, "Well, we've come this far working together. I'll continue on with you unless you ask me not to."