Alezandaru Skenec
|
Greenblade stealths up to keep pace with Spark. He can't see much in the gloom, but keeps his eyes and ears open with whatever faint light is coming from Aroden's holy weapon behind them.
stealth: 1d20 + 7 ⇒ (6) + 7 = 13
"Spark"
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Spark walks over to the switch and examines it.
perception: 1d20 + 4 ⇒ (17) + 4 = 21
Though she's not terribly adept at finding things, she does a passable job of observing the switch to see if it's a trap... If she spots nothing amiss, she'll throw the switchk unless someone intervenes to stop her, either physically or verbally.
| GM PDK |
You pull the switch towards you, and you hear a 'clunk' sound in the hall to the east. 6 seconds later, the switch goes back in its original position due to a spring-loaded device built into the wall and you hear a 'ka-clunk' sound in the hall to the east.
"Spark"
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Spark will go look east when the clunk sounds happens... to see what it was.... and therefore would see what made the ka-dunk too?
| GM PDK |
Spark almost steps into a pit trap as she moves east, but spots it at the last minute and skirts around it carefully. On the other side of the trap, in a south alcove, Spark sees a door with an intricate built-in opening mechanism. There seems to be multiple pull wires going into this thick reinforced iron door via its shining steel doorframe. As Findlefarb pulls the lever, you see one of the wires move in and out of the door with the loud above-mentioned noises.
"Spark"
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Spark will try opening the door when the wires move after the first noise. If that doesn't work, she'll try after the second noise.
| GM PDK |
You get the sense that all the wires should be pulled before you attempt to push the door in, not just one... your rough estimate of the wires indicate that there's probable two other switches hidden nearby...
Also, you're 90% sure the wailing is coming from somewhere beyond that door.
Oh, and I forgot to ask you if you wanted to trip the trap or leave it unsprung...
"Spark"
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can the trap be sprung safely? and then circumvented? ie walk around it for example
Bram Stonefist
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As Bram watches Spark and Findlefarb discover the lever, and then the door, he begins looking around the room for another lever.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
| GM PDK |
Bram finds another pit trap 5 feet directly north. Upon triggering her trap, Spark notices that pillows have been stuffed at the bottom of the 10-foot pit.
Aroden Reincarnated
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"I think I understand what our villagers were doing here. This was not intended to be a deadly test... but it is now. Through our courage and wit we shall persevere.
Findlefarb, can you summon a light for those who are exploring the northern part of these passages? Due to the walls and pillars we shall need at least two lights to make a proper search for the remaining switches."
| GM PDK |
Bram do you trigger your trap? for the record it's as simple as poking the hinged floor slate with a stick or the butt of your weapon.
Then walking across the open pit is acrobatics DC 10 at regular speed or DC 5 at half speed (you guys can take 10 due to the pilows)
Bram Stonefist
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Yes, I'll do that.
Bram taps the floor with his axe-handle to spring the trap and walks very carefully across it. Taking 10 and moving at half speed to reach the lever.
| GM PDK |
You successfully move across the opened pit (no lever on the other side though, just more passages in all directions)
Findlefarb
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Findlefarb pulls a juggling club out of his pack, tosses it in the air, and it starts to glow as he catches it.
"Here you are, more light as you need it!"
He grabs a few more clubs and starts tossing them in the air, each lighting as he continues to juggle them. "Light, light, who needs light? I've got extra light for everyone."
| GM PDK |
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Alezandaru Skenec
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Now that there is a bit more light, Greenblade takes advantage of it to move ahead and scout a bit. Since he has been trained in finding both magical and non-magical traps, his eyes look for tell-tale signs of either.
perception, find traps: 1d20 + 5 ⇒ (13) + 5 = 18
| GM PDK |
No one answers Konner, so he sticks the sunrod in the lantern.
Alezandaru finds a trap in the passage between Spark and him. Stick or somekind of long weapon or unstrung longbow available to trigger it?
| GM PDK |
Alezandaru tries to disable it without triggering it but leans a wee bit too close and the trap door flips down while he has some weight on it!
Alezandaru Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18
...alas, he falls into the 10-foot pit, but thankfully, his fall is mitigated by a stack of pillows at the bottom.
1d6 ⇒ 5 nonlethal damage.
Brother Antonidas II
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I don't like this at all... what have we walked in to?
"Alezandru! Are you ok?" Antonindas moves to look over the edge of the pit Alezandru has fallen into and begins uncoiling his rope.
Findlefarb
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Findlefarb goes back to whistling a tune while sweeping the floors, wondering if there's anything to learn there.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
| GM PDK |
Aroden sees a switch in the distance (see green arrow on map to show line of sight); Bram sees a switch too, but steps on a trap on the way there! Bram Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d6 ⇒ 3 nonlethal damage.
At the bottom of the center pit, Bram finds a sack: inside is seven platinum pieces and a small scrap of parchment that reads “three to open, but be quick, for the door will only open for those who work together”
"Spark"
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Spark stays by her switch, waiting for the others to find theirs, and then they can begin a countdown to all flip together.
| GM PDK |
Spark stays by herswitchdoor, waiting for the others tofind theirs, and then they can begin a countdown to all flip together.flip the switches together so she can push the door in while it's unlocked! :)
Moved Findlefarb in random direction based on his post that he's sweeping the floors. You can move your own characters btw, but if you do, make sure you make note of it in a post and describe the path you're taking. That way, if you're on your phones and can't move your PCs, I can move them accordingly after reading your post.
| GM PDK |
Aroden Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Aroden Reflex Save: 1d20 + 2 ⇒ (9) + 2 = 11
...Aroden unceremoniously falls into yet another 10-foot pit, but thankfully, his fall is also mitigated by a stack of pillows at the bottom.
1d6 ⇒ 3 nonlethal damage.
| GM PDK |
Bram has trouble getting a handhold. Findley yanks out the wizard in one smooth motion.
| GM PDK |
Konner similarly extracts the dwarf out of his hole. Konner notices a piece of paper and a new pouch hanging from the dwarf's belt.