| Jaer Kols |
Working north to south:
Disable Device (vs Traps) vs Northern Pit: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Disable Device (vs Traps) vs Southern Pit: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Trying her luck a second (and third) time, momentarily removing her pack to reduce the strain on her shoulders, Jaer squints ahead as she works. "Y'know all that moaning is really kinda distracting..."
| GM Shady |
Jaer successfully disables the southern trap, so that it can be walked across without triggering a drop. Again, if she looks at the pit below the trap, she can see the pillows at the bottom.
With the other trap, however, she's not as lucky - the trap springs and drops into the pit, again rendering this path impassable. At the bottom of the pit, one can yet again see a mound of pillows.
In the alcove beyond the northern trap, Jaer can see another switch plate.
Roll20 updated
| Jaer Kols |
"Another one?" Jaer mutters upon seeing the second switch plate. Though suspicious as to why two such things would be located in opposing dead-ends of the room, the thought is quickly ushered away by Illya and Harken as she tests the disabled pit--plenty sturdy to cross--and moves up to examine the doorway, lugging her gear in tow.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22 +1 vs traps
If the door is trapped or locked conventionally, feel free to make a Disable Device check (+9 sans encumbrance, +1 vs traps). If not, Jaer will attempt to peer inside the door.
| GM Shady |
1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
The door's locked. Jaer examines it closely. It's an extremely complex lock and will take a lot of luck to pick without potentially breaking it. But she notices that the mechanisms she earlier observed in the ceiling seem to also be connected to the door.
| Jaer Kols |
"Huh...Well ain't that somethin'," she muses, her eyes tracing the mechanism. "Looks like we might be needin' more than a keen wrist to get this party started."
"See here?" Jaer indicates to the lock, then along where the mechanism traces back to the plates beyond the room's pit traps. "Looks like there's some connection. Someone wanna watch the door while I check something?"
Not waiting on a reply, Jaer leaves her gear by the exit, taking a small stretch before trying a standing leap across the pit to the north.
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
"Oh but if you hear me screaming in, say, three seconds; feel free to come help."
Welp; assuming that works, Jaer'll be fearless and gingerly trigger the easternmost pressure plate, careful of any repercussions.
| Illya-Nym |
The skeletons are simple necromancy or animation magic of some kind . Not my preferred method of magic, most mages use some kind of magic of that calibur, armor tends to interfere so having some expendable minions helps. but anyway I started assuming everything we have come across so far is just another test Illya rambles on about the intricacies of magic
| Illya-Nym |
sense motive: 1d20 + 4 ⇒ (10) + 4 = 14
I agree Keshik, soldiers aren't expendable...Those kinds of magics disgust me...And it's alright you don't understand...Arcane powers are difficult Illya answers
| Jaer Kols |
"Seems likely. With two of them aside like this, I'd bet the rest are like it. Guess there's no sense in not scoutin' the place out. Anythin' strange happens, I'll holler."
In the interest of being concise about it for everyone's benefit: Jaer'll work her way along the edge of the room (if possible), starting north from her current position and heading her way anti-clockwise. Any further traps she comes across (because I'm 99% certain there's more at this point), she'll attempt to disarm (d20+10). Failing that, she'll just give it a try at jumping the gap with Acrobatics (d20+8). If she falls into any one of them, I'm going to laugh. Any triggers she comes across she'll mark with chalk for ease. Once she's done a full circuit (assuming no accidents or "whoops I dun goof'd" incidents), we'll see how things stand.
For the sake of argument, in case there happens to be some legitimate threat that may perceive her, Jaer attempts to go about her work with a little more guile than perhaps is necessary. Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
| GM Shady |
The switches are only visible from 10 feet so let me figure out a route that does a comprehensive sweep, in the general direction you want and aiming to get back to where you started. I have some work stuff that is going to take a few hours and this might be a while ... I'll do it in stages and keep feeding in if no feedback.
| GM Shady |
PT1: 1d20 + 9 ⇒ (15) + 9 = 24
DT1: 1d20 + 10 ⇒ (8) + 10 = 18
PT2: 1d20 + 9 ⇒ (2) + 9 = 11
PT3: 1d20 + 9 ⇒ (7) + 9 = 16
PT4: 1d20 + 9 ⇒ (20) + 9 = 29
DT3: 1d20 + 10 ⇒ (6) + 10 = 16
DT4: 1d20 + 10 ⇒ (20) + 10 = 30
PT5: 1d20 + 9 ⇒ (9) + 9 = 18
DT5: 1d20 + 10 ⇒ (3) + 10 = 13
Jaer does a comprehensive sweep of the rest of the maze. She finds four pits, of which she successfully disables one. The others fall through. In all cases she finds a similar set-up - pillows at the bottom of the pit that would cushion the fall of someone caught in the trap.
In one of the northern alcoves, she finds a further switch.
In the last pit, at the centre of the dungeon, she can see a small sack nestling on top of the pillows.
In the interests of time (about to go on my call) I had you just change your route slightly if a route became impassable, to avoid the additional jump rolls. You're now by the central pit. There's no chance of finding further switches here as you've scoured the maze. Roll20 has been updated.
| Ka'narg |
Ka'narg wanders through the maze, his darkvision helping him move unimpeded until he can find Jaer. He takes one of the lengths of rope from his backpack and proceeds to tie knots into it at foot-length intervals. "I can take a climb down, if Harken or Keshy can keep hold of the rope for me."
| Irgal Zeth |
Irgal, having been content to stay at the side and let Jaer explore, sighs and picks up a broom. He starts sweeping.
"There's got to be more here. A place with pillows and brooms? Something is being hidden on the floor."
| Jaer Kols |
Hah, yes, yes, Jaer could have simply pole-dredged the pack up...But she's a little one-track-minded. Besides, our glorious fighting kinsmen simply must have something to do, no? :P
Jaer appreciates the convenience of her Harken-shaped shadow, but her thoughts are too preoccupied with how those plates and that door work to give him a proper thanks. As to the mechanism; the Halfling's first guess would just be to smack all three at once, but she settles for letting their Orcish and Reptilian comrades finish their bout with the pillowed pit before compounding their expedition with further unknowns.
"Careful Brother," Jaer teases, catching Irgal cleaning at the corner of her eye. "If a loose broom's all it takes to get you sweeping, you should visit my place sometime. Would keep you busy for weeks."
| Ka'narg |
Ka'narg peers over the edge of the pit, shucking off his backpack. "Must look deeper from the perspective of someone whose nose is closer to the floor, hey Keshy?" he jokes, handing the knotted rope to the lizardfolk before he lowers himself down into the pit. "Besides, it's still deep enough that I'll be needing help getting out."
He picks up the sack from the floor and when Keshy is ready, he will begin to make his way out of the pit. Once out of the pit, he will examine the contents of the sack.
Presuming I can take 10 on the Climb check, it will be a 14 to climb out with a knotted rope.
| Ka'narg |
Repeating the note's contents, Ka'narg looks across the pit at Jaer. "Appears you were on the right track, Jaer. Maybe have the quicker of us activate the plates and then have someone hold the door open to give time for everyone to get through?"
| Illya-Nym |
I'll keep this plate, but perhaps we need to activate all the plates at the same time? one of us on each plate, not just have one person step on them all
| Jaer Kols |
Jaer gives both Ka'narg and Illya a swift nod each. "Sounds like a plan! Guess I'll cover the north then, if someone wants to get the east."
That said, Jaer nimbly shuffles her way back to the northern trigger, careful not to bumble her way into a pit. "Ready when y'all are!"
| GM Shady |
I have Jaer and Illya hitting - respectively - the north/south plates so will wait for someone to claim the east-most one. BTW please update your inventories if you haven't done so already, including the 1 platinum each (I assume that's how it gets divided) and the materials from the first room. By the way, on the off-chance that the attempt is successful, what do you plan to do at the door? (may require a fourth volunteer to post).
| GM Shady |
As the adventurers hit the plates, there are three clicks in the door mechanism and the lock slides out. Harken is able to open the door, and holds it while the rest of the party move through.
The group is now at a T junction, with corridors leading to the west and east; the eastern branch bends almost immediately to the south, down to a door. The wailing seems to be coming from behind this door.
| Jaer Kols |
For a moment Jaer seems to pat down her person, flustered at having forgotten her gear--but the Halfling lets out a sigh of relief on finding her goods in Ka'narg's possession and she gives him a toothy grin as thanks.
"You want that wailing to stop?" she answers Harken, pointing her sword down the southern corridor. "Then that's where we're headed."
South it is! Following down that route, Jaer will do her routine check for traps and, assuming she reaches the door, will also perceive/check whether it is locked and/or trapped. Feel free to Disable Device (+10) if she recognizes any typical traps along the way.
Perception vs Corridor: 1d20 + 8 ⇒ (18) + 8 = 26 +1 vs Traps
Perception vs Door: 1d20 + 8 ⇒ (7) + 8 = 15 +1 vs Traps
| GM Shady |
With three sudden clicks, the door to the maze room slams shut and locks behind the party. They choose the southern corridor, led by Jaer.
The mournful wailing grows louder with each step toward the door at the end of this musty hallway. To the extent that one can recognise the constant, somewhat high-pitched and incoherent call, it sounds like a human (or similar) male, in a state of deep despair.
There are many bones strewn across the floor here, many of which are cracked and broken.
About 10 feet before the southern door, there's another corridor to the west, leading to another door at the end. But the wailing is coming from the other side of the southern door.
Neither the corridor nor the door is trapped; but the door is locked. Roll20 has been updated with what I think is the marching order. If you need to shuffle anyone up/down the order, it will take one round.
| Illya-Nym |
If it was some kind of undead wouldn't Keshik be able to tell? she quietly begins chanting an odd lullaby in elvish under her breathe, she seems to calm a bit focusing on that instead of the noise.