
Surtessh Ssaann |
Surtessh walks over and helps to push on the door.
Take 10 for a 12, add 2 to your next attempt. Probably have to take 20 and still need another person to assist you.

Terquem |
you really can't take "10" or "20" on the helping someone else aspect of this effort, but I don't want to get hung up here, so I'm going to rule that Surtessh and Godwin, together open the Door
Godwin and Surtessh brace themselves against the heavy stone door and shove, pushing it open. Then when both of them step away from the door way, in order to make room for every one to pass through, they notice that every time they take a step, their shoes squeak loudly.
Once the door is open it reveals a 10' wide passageway that is a flight of stone stairs going down, down, down...
Will you brave the lower levels of Its "A" Dungeon?
Or leave this room and try a different way?

Yurian |

"Alright. We've gone this far. Might as well see where it leads."
Yurian starts down the steps slowly, scanning with his eyes searching for traps, and pushing each step with his pole well before getting to it with his feet.
Perception: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 +2 if it involves stonework.

Surtessh Ssaann |
Surtessh removes his shoes to see if the squeaking noise goes away. If it does not, he will follow the others at the back of the group, muttering angrily.

Surtessh Ssaann |
Did the squeaking noise go away when I took my shoes off?
Surtessh follows the others down the steps.

Terquem |
Surtessh - no the squeaking seems to be coming from YOU!
Godwin - you be squeaking too mon.
Okay everyone is going down to Level # 3, dun dun dun...
But first there is a 1 in 12 chance it is a trick stair (if it is, your rogue trap spotter might notice it before it activates.
Trick Stairs(?): 1d12 ⇒ 8
It is not a trick stair
Now someone roll a d20, Table I, Periodic Check and we'll see what we discover at the bottom of the stairs.

Terquem |
Turn 2
My mistake, we should all try to remember to make the Dungeon Creation rolls in the Discussion thread, M'kay
When you reach the bottom of the stairs, you discover a 10' wide passageway going straight ahead for 60' (you are facing E).
This is the end of Turn 2 (at the end of Turn 3, there will be a chance for a Wandering Monster Encounter).
Turn 3 ends when you explore to the end of the 60' long passageway.
Another player can go to the Discussion thread, roll a d6, for a chance for a WME, and a d20 to determine what comes next in the Dungeon

Terquem |

Yurian |

"Who builds a dungeon with stairs and hallways to nowhere? I say we go back to the main hall and keep going east. No point in following that other crew. Unless they've bit it too, they'll have taken all the good loot in that direction."
Voting for the hall at JK23

Surtessh Ssaann |
Surtessh nods and continues to follow the others.

Terquem |
Turn 4
The passageway ends in a single, Good Wooden Door, right in the middle of the 10’ wall, and from the look of it, it is not trapped or locked, and that means it is most likely Stuck.
A Good Wooden Door, from the Pathfinder PRD, requires a Strength Check of 16 to open. I do not normally allow a “Take 20” to open a stuck door, unless players are willing to allow me to roll a d6 to establish how many tries it takes to achieve that result (you know, allowing the possibility of alerting whatever is on the other side to the attempts, thus negating any chance of surprise)

Godwin Everlin |

"Thanks for your help" Godwin doesn't look very happy, he mutters something to himself.
Godwin enters the new room.
"I don't think I know anything about this place"
Godwin wonders if he ever heard anything about this place in the militia.
Profession Soldier: 1d20 + 5 ⇒ (4) + 5 = 9

Terquem |

Terquem |
Turn 5
Yurian finds a Secret Door, after only a minute or two of searching.
Secret Doors are never Locked, Trapped, or Stuck
The Secret Door is located Where is the Door?: 1d6 ⇒ 4
1-2 = North Wall
3-4 = East Wall
5-6 = South Wall
It is in the center of the East wall, opposite to the door that you came into this room.
This is the beginning of Turn 5. When Turn 5 is finished, the party must spend Turn 6 (one turn in six) "resting", doing nothing but eating a bit of rations, checking gear, discussing strategy, or catching up on gossip. Time for someone to go to the discussion thread and roll d20, Table II. C. Space beyond Door, to find out what will be on the other side when it is opened

Godwin Everlin |

"Yurian i'm ready to go in that room"
Kolpo decides to follow Yurian with his shield ready afraid that someone or something would attack him.
"Do you know that some madman Dupree used this place to train his equally twisted armies? We could run into remains of those armies we have to be careful!"

Olwyn Unseelie |

"Yurian i'm ready to go in that room"
Kolpo decides to follow Yurian with his shield ready afraid that someone or something would attack him.
"Do you know that some madman Dupree used this place to train his equally twisted armies? We could run into remains of those armies we have to be careful!"
"Well, good thing we have people carrying huge swords then."
Olwyn hefts her crossbow over her shoulder and follows behind the others.

Surtessh Ssaann |
"So we in a crazy ol' baldhead's playground? Bloodclot." Surtessh moves forward to indicate he's ready to move on.

Terquem |
The party has found another room, but this room is empty, of monsters anyway. It is a room that is 20' wide from North to South, and 40' deep from East to West, and it is cluttered with wooden chairs, making it difficult to walk through (all squares have at least one wooden chair and some are stacked with several). A character can walk through the room, stepping from side to side to maneuver through the room, but it would be impossible to run through this room.
At the opposite end of the room there is a Good Wooden Door.

Surtessh Ssaann |
"Anodder empty room? Mon, dis place abandon'd. Les see if dis door magic too.." The lithe vishkanya shaman says, again spitting into his hand and smearing it across his eyes with an accompanying mutter. His eyes glow green as he examines the door for magic.
Casting detect magic again, concentrating for three rounds if I see any auras.

Yurian |

Yurian makes his way across the room.
"This would be a great place to spring a trap; the kind you'd want to be able to get away from but couldn't, because of the chairs. Something like a fire, or a monster that wants to eat us. Let's make a path before we open it."
Yurian follows his own advice, lifting a chair (or attempting to, depending on how large and heavy they are) and stacking on another to the side. When the path is complete he moves to the door and checks it over thoroughly for signs that it is indeed trapped.
Perception: 1d20 + 1 + 8 ⇒ (19) + 1 + 8 = 28

Terquem |

Rigor Rictus |

"This is a complicated lock, but the trap looks manageable... not sure if that is part of the trick... I've heard of some people putting an obvious, easy trap on something so that you get overconfident and fail to look for the second, more devious one. Regardless, this one will drop something from out of the ceiling over whomever is standing before that door. I can try to disarm it, or we could try to spring it from a safe distance. What do you think?"
Feeling suspicious, Yurian will look over the door and the trap again, taking 20, to see if he can divine any more details about it, or find his suspected backup trap.
Perception Taking 20: 20 + 8 + 1 = 29
Not a real improvement, as he rolled really well before, but he has no way of knowing that. And fresh off a nearly life ending encounter with a trap that lost him a few important limbs, he's feeling a bit over cautious.

Yurian |

"Ok. Stand ready; if somethin' goes wrong, be ready for whatever comes out of those drop holes. Hmm. Looks like a pretty basic mechanism; should be no problem... Just a snip 'ere, and a blade jammed there... No problem."
Disable Device: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16