Mordo Canta |
Well done, well done.
Mordo will detect magic on the room beyond before entering. I've also got darkvision.
Samhain Galanodel |
Samhain checks out the area.
Perception: 1d20 + 22 ⇒ (9) + 22 = 31
Survival: 1d20 + 15 ⇒ (2) + 15 = 17 +10 for tracking
"I have an idea... I can send Buho in to retrieve it. He is faster and lighter than all of us. What do you think?"
Mordo Canta |
Buho or Riddywipple. Although I trust Buho more to simply retrieve it and touch nothing else.
Riddywipple frowns and sticks his tongue out at Mordo as Mordo thinks this. Riddywipple repeats it to the group nonetheless.
Willy O'Grady |
I like the idea of the owl but I hope he has the strength to fly with it. Indeed we could grab the thing now. However let me remind you we were to find our fellow Pathfinder and save if we can. We could just leave this for now, shut the door if you like, but search we still have to do.
I will leave it up to you and support the owl the best I can.
Samhain Galanodel |
"If we leave it, where should we go? Perhaps it has something to do with the final door? And don't let the plumed companion fool you, he is stronger than he looks."
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Willy O'Grady |
Well since I am not seeing her here then yes we will have to be going on. I meant no offense to Buho, just offering another means. Pathfinders come and go but I hate seeing the wee animals hurt. I could levitate the object to make it easier for him if he seems to be struggling. One thing to keep in mind is if there is one secret door there may be others. But let us let Buho fly, the longer we wait the worse it may be for Koor.
While the others debate Willy will go back to the other rooms and search for secret doors until he hears Buho is about to be released. Then he will come back to the doorway to aid the owl anyway he can.
One for each room as we found them.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Xian Taiko |
I can send Kyofuu. He could fly, take the lamp and come back in six second ! As an elemental he don't need to breath nor eat and cannot be subject to critical hit and precision damage.
Taiko looked at the room, trying to find anything unusual before sending his friend.
Perception Taiko: 1d20 + 18 ⇒ (10) + 18 = 28
GM Tektite |
Samhain sends Buho, his trusting companion, into the chamber. As the bird enters, two piles of coins and gems, that turn out to be cheap brass shavings and glass, rise up and begin moving! The faithful owl twists and spins, grabbing the lamp in its talon and rising above the animated creatures and diving down through the door to the party! As th eowl exits the chamber, the piles settle back down, blending into the heaps of metal and glass.
Samhain Galanodel |
Samhain retrieves the lamp from the owl, arrow nocked in place with his bow hand at the sight of the moving mass of coins. He hands the lamp to a more magically inclined person for inspection as he rewards his owl. "Any idea what that mound was?"
-Posted with Wayfinder
Mordo Canta |
Mordo will study the lamp with a familiar cantrip.
Spellcraft: 1d20 + 17 ⇒ (20) + 17 = 37
Mordo Canta |
Mordo approaches the not-so-secret door with the lamp and looks for an appropriate keyhole.
GM Tektite |
Mordo finds no place around the secret door in which to use the lamp.
Samhain traces the edges of the door, but can't discern a way to open, thinking trying to bypass it would be most difficult. While examining the door, he notices on the opposite wall, the mosaic mural consists on thousands of tile. One tile in particular, has a hexagon shape and protrudes slightly from the wall.
Mordo Canta |
Mordo places the lamp over the hexagonal protrusion.
Samhain Galanodel |
Samhain watches as the trick with the lamp is being discovered. Buho clicks his beak happily from the attention for his success.
-Posted with Wayfinder
GM Tektite |
Mordo places the lamp over the protrusion and...nothing happens! Stymied for only a moment, he pushes and the tile sinks about three inches into the wall, creating a socket for the lamp base. Twisting the lamp, there is a sound of grinding as the secret door opens!
Looking, the party can see a hal,l with a short set of stairs, heading to the south for about thirty feet before turning to the west.
Mordo Canta |
Keeping to the shadows, Mordo will scout ahead and peek around the corner.
Stealth: 1d20 + 22 ⇒ (11) + 22 = 33
Samhain Galanodel |
If Mordo gives the all clear, Samhain will approach with bow in hand keeping an eye out for disturbances and death traps.
Perception: 1d20 + 22 ⇒ (12) + 22 = 34
-Posted with Wayfinder
+4 to that. I keep forgetting about favored terrain (underground)
GM Tektite |
Mordo peers around the corner to see the hall continue to the west for about sixty feet, ending in a sort of vault.
As Samhain comes around and searches, he notices thin, almost imperceptible cracks in the floor. The cracks run along the edges of the corridor floor, but are not present in the center. It seems the corridor is some sort of cantilever trap!
Willy O'Grady |
If we can’t fix the trap, there is another way. I can float down to the end of the hall, place a piton and rope in the wall. Then tie off the rope at this end and then pull yourself down to the next door. If you are not confident and pulling yourself down the rope let me know. I can levitate one person who can then pull themselves to the next door. If we can figure out which way it tilts we could just stabilize it with the rope or jam pitons in floor so it does not tilt.
Mordo Canta |
I can slip into the Plane of Shadow if necessary. I will make do.
Need to double check when I get home but I think I have plenty of movement with that ability per day that I'm not going to miss much using some to jump over the trap.
Mordo Canta |
I have 240 feet per day but coming back to the Material Plane is imprecise (missing with a splash weapon rules) so I'd have to overshoot it by at least 5' to be safe. How long does the trap extend?
Of course, this might be moot if we can disable it.
Knowledge (engineering): 1d20 + 11 ⇒ (2) + 11 = 13
GM Tektite |
Also, while checking the floor, you notice jagged grooves in the otherwise smooth flagstones, running the length of the hallway. You identify these grooves as scratch marks from incredibly sharp and bestial claws, as if giant talons had been raked down the center of the hall.
Samhain Galanodel |
After inspecting, Samhain stands and addresses the group, huddling them close before whispering.
"This section of flooring is a lever of sorts. If we put too much weight on it, I approximate 250 pounds, it collapses. And I fear I can feel the heat of magma beneath its surface. We may be able to cross one at a time if we are light enough."
His eyes shift uneasily.
"Also, I do not believe we are alone. Something with large talons has been down here recently. We had best be ready for the eventuality of it finding us."
Xian Taiko |
In this case, someone strong could be levitating and moved each of us on the other side, right ?
Said Taiko
Disable Device: 1d20 + 14 ⇒ (11) + 14 = 25
He send his friend Kyofuu looking for danger on the other side using his jade wayfinder to guide him.
Stealth (Kyofuu): 1d20 + 20 ⇒ (14) + 20 = 34
Perception(Kyofuu): 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Mordo Canta |
Totally forgot I had these:
Mordo points down to his slippers of spider climb and thinks I can walk on the walls-or even ceiling-to bypass this.
GM Tektite |
Alright, I think we have more then enough evidence that you guys can bypass this.
Through a combination of single movements and Mordo's slippers, the party makes it across the trapped corridor.
Arriving at the end of the corridor, the party sees a vault-like chamber. The worked walls of the vault quickly fall away, revealing an underground river of molten magma. The biting smell of burning sulfur hangs heavy in the air. The smooth obsidian walls of this natural cavern reflect the soft glow of the burning magma flow below, casting the chamber in a red haze that highlights another grand mosaic. A natural obsidian path connects this chamber’s dock to a series of caves on its north and south shores.
The mosaic adorning the north and south walls of the landing depicts all manner of Qadiran warriors proudly flying on magnificently-woven rugs. The party notices several 5-foot-by-5-foot dust free areas on one side of the vault.
Three feet below the level of the landing and 2 feet above the magma stand a dozen solid stone pillars—fallen chunks of obsidian—creating a path to reach several cave openings on the river’s molten banks. These magma-free pillars are wide, stable, and look as if it would be fairly easy to jump from one to the other.
Samhain Galanodel |
Samhain looks at the river of magma. "I do not suppose we can all fly, levitate, or climb our way through this?" Tracing the outline of the squares, he ponders, "What could have been here?", completely forgetting his thoughts are public domain with the dragon nearby.
Mordo Canta |
Mordo will climb along the wall once again (the wall to the right) and peak around the corner.
Stealth: 1d20 + 22 ⇒ (3) + 22 = 25