Kelkzar Redjaw |
"I don't see any sign of trouble in the room although it certainly looks like someplace designed for it. Looks like Allustan has passed through that door to the south."
Unless anyone else wants to suggest another course of action, Kelkzar will enter the room, head quietly toward the door and look out for locks and traps.
Stealth: 1d20 + 12 ⇒ (19) + 12 = 31
Perception: 1d20 + 20 ⇒ (3) + 20 = 23
Trevor the Yellow |
"Careful..."
I don't like it...
GM Blood |
opening the door....
This intersection is lit by six flickering orange and yellow lanterns that float around a central statue of grey stone. The statue shows an androgynous Wind Duke wearing robes that seem to be stirred by a breeze. The figure may be a symbol of justice or war, for it holds a glittering sword outstretched in one hand and carries a balance in the other.The statue is eight feet tall and stands on a four-foot-tall pedestal.
From best that you can tell from the door, Allustan's tracks head south down the hallway then he turn to the west at the statue.
Map area revealed as well as the path Allustan took
Kelkzar Redjaw |
"I'd wondered if they were summoned after he passed through. But if so, I do not know what has become of the summoner." If Rauno does not detect magic from the statue, Kelkzar will try to ascertain from a distance if it is a regular statue, construct or trap, then advance to have a closer look.
Perception (from doorway): 1d20 + 20 ⇒ (19) + 20 = 39
Perception (up close): 1d20 + 20 ⇒ (17) + 20 = 37
Trevor the Yellow |
Amazing! Such fantastic locations remain unknown for so long... What will it be for us!? muses Trevor as he shadows his mentor.
Kelkzar Redjaw |
"I think we should leave it alone for now and continue following Allustan's path." Assuming agreement, Kelkzar continues on around the corner to look for traps at the next door.
Perception: 1d20 + 20 ⇒ (16) + 20 = 36
GM Blood |
Kelkzar then Trevor start to pass through the hallway, arriving at the door to the west. Opening it up, reveals a large room.
This two-tiered hall shines with purple light from four large chandeliers. A large black sphere hangs between them. The chandeliers seem to be sculpted with small humanoid figures in silvery metal. A second-floor gallery with arches and spiral striped pillars runs the length of the hallway to a second set of large double doors. The black tile floor absorbs the light from the chandeliers, and even sound in this chamber seems muted and dull.
The chandeliers light up as the door opens
Trevor the Yellow |
Trevor shivers at the sight, remaining silent for now, his fingers gripping his fauchard hard, knuckles white with tension.
Kelkzar Redjaw |
Kelkzar growls, "Finally! A subject on which I know more than Rauno!" He grins, "The black sphere is actually the personal symbol of an ancient elemental lord. Bwimb, a great and cruel general of the para-elemental plane of ooze who allied against the Wind Dukes in the War of Chaos. So there you have it. Now, as for Allustan..."
Knowledge (Planes): 1d20 + 13 ⇒ (19) + 13 = 32
Perception: 1d20 + 20 ⇒ (16) + 20 = 36
Kelkzar Redjaw |
Kelkzar grins again, "Actually, I think they were the Bwimboans. Am I really known for my sense of humor?" After observing Allustan's path he adds, "Looks like Allustan went to those doors to the south. I'm starting to wonder about this path though. Keep following or shall we break it off and take our own approach?"
Trevor the Yellow |
"My thought exactly!" says Trevor, then he turns to Rowena by accident, then blushes violently!
Tryin to change the subject, he stares at the dark ball: "Why is this room next to the other then? Makes little sense..."
Trevor the Yellow |
"Little sense..." continues Trevor, feeling Rowena's eyes drilling in the back of his skull.
Rauno Redpath |
To Kelkzar, he replies "Perhaps when this is all over, we can share many a glasses of wine and cups of tea comparing notes on our relative studies." He smiles at the thought, then his expression clouds over as he considers how unlikely it is either or both of them will survive the challenges that face them.
"I suppose Allustan's trail may have been falsified, or deliberately preserved to lure the likes of us after him."
Kelkzar Redjaw |
Kelkzar nods, "Sounds like we all think we should keep following the trail a little longer, but continue to be cautious." Kelkzar follows Allustan's trail. He checks the steps and the doors for traps, triggers and locks.
Perception (Steps): 1d20 + 20 ⇒ (19) + 20 = 39
Perception (Doors): 1d20 + 20 ⇒ (14) + 20 = 34
GM Blood |
Opening the door to the south after confirming it is untrapped reveals a passageway sloping down. It starts to the south of the door and soon turns to the east, continuing the descent. Allustan's tracks head down the slope.
Will pause here in case you are not ready to head down further or you decide to continue to follow the tracks
Rauno Redpath |
"I would suggest remaining here for the moment and examining this place, but for a slightly different reason. We've seen much celebration of the past residents here; there may be more clues that will help us face any we encounter, perhaps even in a peaceful manner. As much as I yearn to race to Allustan's side, I must trust in his competence as a wizard and sage. He has been alone long enough that, if he is still of this world, he has found a place to await assistance. And if he is the guest or prisoner of someone here, then a little time while we exercise caution should make little difference."
Kelkzar Redjaw |
"Another good reason to remain up here for the moment. I agree. I'd suggest we try the doors to the west if everyone else is in agreement with that course of action."
Perception on doors if everyone agrees: 1d20 + 20 ⇒ (14) + 20 = 34
Quintus of Taldor |
Quintus nods. "It'd be good to find a place to rest, too."
-Posted with Wayfinder
Kelkzar Redjaw |
"Well, that makes for one fewer area to explore. I guess they wanted this to look impressive. I'm going to check to the north next." Kelkzar moves to the northern doors and gives them a good look.
Perception: 1d20 + 20 ⇒ (11) + 20 = 31
GM Blood |
Don't forget you haven't explored this room yet, or is the idea to rest before doing anything else?
You move around to outside to the door to the north. This is indeed a real door and after finding it safe you open the door. I don't think anyone can detect magic traps, so keep that in mind!
This small but well-appointed room has a delicately arched ceiling. The walls are painted with garden scenes featuring two Wind Duke lovers, and the center of the room contains a large urn with a dark red glaze and gold decorations. Six small boxes, each carved of some black substance bound with corroded metal, line the back wall. Chairs sit in each corner.
Trevor the Yellow |
"Is there a way for us to secure the place? Make it harder to get ambushed? Anyhow, this place looks deserted. Perhaps we should rest when we find Allustan?" offers Trevor, uncertain.
Kelkzar Redjaw |
I don't think anyone can detect magic traps, so keep that in mind!
You can find magic traps with Perception. You just can't disable them without trapfinding. Also, without Trap Spotter, you don't get the free check within 10 feet, you have to search everyplace you think a trap might be.
GM Blood |
You pile into the room and close the door, feeling like this will be as safe of a room as possible that you have found so far. You have time so you carefully study the vase and the 6 chests. Kilthan and Rauno does find a magical trap on the vase, but the chest are all untrapped, although locked.
With the finding of this trap, and the other trap in the hallway on the statue with the sword (thought I thought you couldn't find per the last discussion, however you skipped it anyways), you are now level 11! Level up!