
| GM-jkbc | 
 
	
 
                
                
              
            
            As you continue, you see that the hallways go for a ways.
The next floor down appears, from what you can see to look a lot like the previous. The ladder continues further down, or you can explore this floor.
I swear, there's interesting stuff in here, you just haven't found it yet...

| Xeran Rylaras | 
 
	
 
                
                
              
            
            K(Engineering):1d20 + 9 ⇒ (11) + 9 = 20
Xeran points at various pieces of walls. "It would seem that these panels are also doors. Though I have not been able to locate a handle that would open such a device. Verrin, perhaps you would be able to perform a similar action to orchestrate the opening process you demonstrated earlier?"
Zoggie is situated by the ladder, impatiently waiting for the party. She does seem intrigued by the sheer number of doors, however.

| Verrin | 
 
	
 
                
                
              
            
            "Huh. Well spotted. Let me see what I can do..."
Verrin examines the nearest door carefully for traps, magical or otherwise.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
If she finds nothing, Verrin will attempt to open the door using her masterwork thieves' tools.
Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33

| GM-jkbc | 
 
	
 
                
                
              
            
            Probability of XXXX 1d100 ⇒ 52
We're going to be on split-spoilers now, since part of the party has gone down the stairs and part has not. Waynab and Rhaegar have gone down the ladder, with Cildad presumably following Waynab. Xeran and Verrin have stayed up top, and I'll let Xeran decide about Zoggie. Teyth is also in an indeterminate state; he is neither upstairs nor down until we observe his state by his posting. He should choose one and only read that spoiler]

| GM-jkbc | 
 
	
 
                
                
              
            
            
| Xeran Rylaras | 
 
	
 
                
                
              
            
            Craft Carpentry: 1d20 + 7 ⇒ (13) + 7 = 20
Perception:1d20 + 3 ⇒ (17) + 3 = 20
Xeran notes, "I suppose your nose continues to serve as a more adequate lockpicking device than your tools."
He scans the room, particularly taking note of the furniture.
"Hmmm... If you would note the furniture, Verrin... It has not seen any use in centuries, yet it remains remarkably well-preserved. However, look over here. These slight footprints suggest that the furniture has been moved and this place has been recently inhabited. Sadly, I am not a skilled tracker, so I cannot ascertain any more information."

| Verrin | 
 
	
 
                
                
              
            
            "Yeah, I see them too, Xeran. Problem is, I'm not an expert on tracking either," Verrin says wearily. "Two conclusions present themselves - either we are not the first recent explorers of this structure, or something non-native to the original culture lives here.
DM, can I attempt to identify the footprints (not trying to follow them, so survival shouldn't be a factor)?
Knowledge (Nature): 1d20 + 8 ⇒ (10) + 8 = 18

| Xeran Rylaras | 
 
	
 
                
                
              
            
            Knowledge:Dungeoneering 1d20 + 9 ⇒ (1) + 9 = 10
"Unfortunately, I am not familiar with any kind of creature that would make this kind of footprint... my years of studies have focused much more substantially on aquatic specimens rather than subterranean ones."
"I wonder... should I call for Zoggie and the others to see what they can do with this information? Or do we want to proceed without them?"

| Verrin | 
 
	
 
                
                
              
            
            "Let's see what's in these other rooms first. I'd like to see if we can get a better idea of what's going on without running to those two..." Verrin says as she strolls outside and down the hall to the next door. Assuming nothing untoward happens, she presses her nose against the door. She is definitely on guard now that she knows something else is in the area, and she has her dagger drawn.

| Xeran Rylaras | 
 
	
 
                
                
              
            
            Xeran Sense Motive:1d20 + 9 ⇒ (5) + 9 = 14
Zoggie Sense Motive:1d20 + 9 - 10 ⇒ (14) + 9 - 10 = 13 Zoggie isn't here so I'm giving her a massive penalty to her check
Xeran nods. "Good idea. Let's continue our search up here before calling for the others."
Noting the potential for danger, Xeran mutters an incantation and casts a spell on himself.
Xeran has cast Spite on himself, infused with the spell Vampiric Touch.
Zoggie says, "Zoggie think we should explore this floor!"
Sorry, I missed the spoiler for this.

| GM-jkbc | 
 
	
 
                
                
              
            
            Let me know if you guys want updated maps.
The Onion: National Funk Congress Deadlocked On Get Up/Get Down Issue

| Xeran Rylaras | 
 
	
 
                
                
              
            
            Xeran scans the room:
Perception:1d20 + 3 ⇒ (12) + 3 = 15
Zoggie approaches the nearest door and tries to press her nose against it in the same fashion that Verrin did. "Zoggie want to try trick bossy Verrin used earlier!"
Love the Onion article, btwz

| GM-jkbc | 
 
	
 
                
                
              
            
            
| Waynab | 
 
	
 
                
                
              
            
            
| Xeran Rylaras | 
 
	
 
                
                
              
            
            Room 1 Perception:1d20 + 3 ⇒ (3) + 3 = 6
Room 2 Perception:1d20 + 3 ⇒ (3) + 3 = 6
She motions towards the unopened doors in the hallway. She also looks around for clues:
Perception:1d20 + 8 ⇒ (6) + 8 = 14

| Verrin | 
 
	
 
                
                
              
            
            Verrin moves to open the doors in sequence, taking care to be as unobtrusive as possible - she keeps her dagger in hand as she explores.
Perception 1: 1d20 + 10 ⇒ (17) + 10 = 27
Perception 2: 1d20 + 10 ⇒ (6) + 10 = 16
Stealth: 1d20 + 16 ⇒ (8) + 16 = 24

| GM-jkbc | 
 
	
 
                
                
              
            
            Ugh. Sorry guys. I'm thinking I may have bitten off more than I can chew with this adventure, unless we want it to stretch on for years and years and consume all of my hard drive with maps. Cities are fricken' big, and I should have accounted for an adventurer's desire to open EVERY door. But I didn't. And so now every time I open this thread and map tools, I just psyche myself out. So I'm looking into seeing how I can contract the adventure a bit without ruining verisimilitude.

| Waynab | 
 
	
 
                
                
              
            
            I mean, you could just tell us that all of the rooms are empty. We don't need maps of every empty room we enter, nor do we need information about each specific room. A general description of what we find in a few rooms or the general impression we get about the rooms would be fine. If we were in a hotel, you wouldn't need to describe each new hotel painting above the door, nor would you need to draw a map of every one.
 
	
 
     
     
     
	
 