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Darren motions for Kuran to back up, then makes a run at the pit and leaps over it.
Acrobatics: 10 + 10 = 20
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Spoil sport... =P
Tessa takes the next hour and a half painstakingly going through the room to identify all of the pit traps. Unnervingly, the wailing continues for the whole of this, scarcely stopping but for a few seconds every now and again.
Additionally, in two of the alcoves, she finds more switches for a total of three throughout the room.
Discovered but unopened pit traps marked on map in orange.

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Darren rolls his eyes and sits down as Tessa does her searching.
Hey, just FYI, the above is Darren's reaction, not mine. I think being thorough is great.

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"Tess, did you find a safer way over here?"
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While Tessa has been looking for traps in the maze, Kuran has been tending to Darren's bruises whether or not he wants.
Heal: 1d20 + 7 - 2 - 2 ⇒ (6) + 7 - 2 - 2 = 9
And just as before, without proper equipment his efforts are useless.
Once Tessa has concluded her search, Kuran stands up and looks at the door. "No point in digging the corners for more trouble, right? We should go ch-check that wailing."

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Nijena successfully and easily gets out of the pit. So now there's you all, three switches, one door, and numerous pit traps.

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Tessa points out all of the pit traps that she found about the room.
Here are all of the spots I would avoid. I also found 2 more switches. Lets try them and see what they do.
Tessa will flip the other two switches as she takes the paths around the now obvious pit traps.

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Each switch emits the same ticking sound as the first when flipped, only to switch back a few seconds later (as in, before you can get to the next one).

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"Sure, let's try that."
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You spread yourselves across the room. At a signal, the three switches are flipped simultaneously. There is only a second of ticking before it stops, accompanied by a loud *clank* at the door. Testing it, it would seem to now be unlocked through some sort of mechanism.
Beyond, there is a passage which splits off in a few different directions.

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"I have to commend your resourcefulness," Kuran says, impressed, "though I begin to further wonder what sort of maniac built this place... why require three persons to open a door? It.. it makes no sense!"
Glued to Nijena, Kuran follows his colleagues through the passage. "I-I think we sh-should probably leave that w-wailing, for now."

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"Don't you find it unnerving? Wouldn't you prefer to make it stop?"
Darren shrugs. "Ah well, which way do you suggest then, fearless leader?"
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Going down the hall, the party comes up to the other door. At least, you think it's a door? There appears to be a seam in the wall, but there appears to be no means of opening it. No latch, no hinges, just the seam. Strange!

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"A trap!" Kuran shouts and covers his head, "or... or a puzzle. A magic door maybe?"
Kuran examines the door from a distance, not touching it.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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It seems to be a trap. Or a puzzle. Or a magic door. Maybe? Well, maybe not a trap.

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Kuran bashes bravely against the door, but it resists his attempts. It doesn't push back, mind you, just doesn't move any.

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"Maybe we should try a different door and come back to this one later."
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I derped up. Wrong door with the screaming coming from behind it. Whoops! No big deal, really, just moved Tessa to the proper door.
Tessa hears the screams continuing from the other side of the door.

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Being this close to the source of the screams, it is clear that the source is a man in the room beyond. A man who, it would seem, is absolutely panicked. He mutters to himself, wails, and cries out almost without seemed to take in any breath.

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As Tessa tries the latch, she finds that it is locked. She also notices a quick halt to the screams from within.
1d20 ⇒ 11

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"That was odd. Care to break it down?"
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"Th-the man must be out of his mind!" Kuran speculating, further tightening his grip on his longsword, "do we have a locksmith with us? I-I think not. I also think the m-man probably locked himself up there to protect us from whatever lurks there, surely! We shouldn't go there, yet..."
In light of his fears, Kuran points the way back. "W-we should try the door back at the entry, where we fought those s-skeletons. There was another door, right?"

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"Look, kid, the wailing is getting on my nerves.i want to make it stop."
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And then Darren notices that the wailing has stopped, leaving nothing but an ominous silence about the group...

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"H-hear it? I don't hear no w-wailing. No need to open the door anymore," Kuran says, trying to reassure others to leave the door and the previously wailing noise alone, "we can all just leave the place for now and check if we find clues elsewhere, right?"

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"Now my curiosity is roused..."
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For the sake of keeping the game ongoing...
"Or maybe there's nothing to fear there anymore", Kuran says and goes over to the door (beyond which the wailing was heard) and opens it.

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The door is still locked. Seems whoever's on the other side hasn't unlocked it to let you in.

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Should never post in haste.
"Oh, right, that," Kuran says, feeling dumb, "guess we can't go there now. Let's go see where that other door leads then." Following his own suggestion, Kuran wanders over to the last door in the corridors, dragging everyone else with him. With caution, the tiefling attempts to open the remaining door.

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Taking the chance to NOT go through the door to see what's wailing, Kuran leads the group to the other door. As he opens it, he doesn't notice any sort of resistance or anything out of the ordinary. All he sees is a door leading to the south.
Until he finishes opening the door.
In the corner opposite Kuran, a very big beetle is pushing a human corpse into a corner right on top of a clutch of eggs. It turns on you and chitters angrily at the intrusion.
Darren: 1d20 + 4 ⇒ (19) + 4 = 23
Kuran: 1d20 + 2 ⇒ (2) + 2 = 4
Nijena: 1d20 + 2 ⇒ (5) + 2 = 7
Tessa: 1d20 + 6 ⇒ (15) + 6 = 21
Beetle: 1d20 ⇒ 8
Order:
Darren, Tessa
Beetle
Nijena, Blossym, Kuran
Darren and Tessa are up against the bug!

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Darren strides forward, rapier in hand "Follow me, kid," he says as he stabs at the bug.
move into room
Attack bug with rapier
Rolls:
rapier, attack, power attack: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15 for piercing: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
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tessa moves into the room beside Darren.
Ugh, I hate bugs..
She fires a ray of frost from her hand hoping to freeze the beetle in place.
Ray of Frost: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
DC 13 Fort save or slowed as if by the spell

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Darren moves in but cannot penetrate the thick carapace of the beetle! (In other words, miss)
Similarly, Tessa's ray goes wide and splashes against the wall beyond!
The beetle turns on Darren and spews out a blast of acid!
Acid spray!: 2d6 ⇒ (6, 6) = 12 acid damage for Darren, DC 13 Reflex save for half. Also... OUCH!
1d4 ⇒ 4
Party up!

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reflex save: 1d20 + 6 ⇒ (6) + 6 = 12
Darren crumples to the ground. -5/10 and bleeding out
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