Val, just the dust. I thought the invisible ink was magical too, that is why I wrote "items"
Before the door is opened Auric notices that one of the logs in the fireplace is hollowed out. He picks it up and retrieves a package from it.
Within are two potions of levitate wrapped in wax paper bearing the cryptic message “Shandon: Sometimes a fly can avoid a spider’s
snares because he can fly. Be careful. –Dorvik.”
You enter the room. The east wall of this wide room is interrupted by a projection containing a carving of a spider about two feet in diameter. The spider’s center is carved with several worn Thassilonian runes
Directly across from the spider, a section of the wall sits slightly askew, as though a door-sized piece of the wall were not quite flush with the rest.
Alektara will inspect that part of the wall where there appears to be the irregularity...
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
"Hmm.. Shandon and Dorvik" Val muses over the names, trying to identify them.
know(local): 1d20 + 9 ⇒ (9) + 9 = 18
"Could there be floor mounted pressure plates around here? Take care!" suggests the elvish wizard.
"Interesting that we are not the first to find the spiders lair. I do hope she is still here..."
Moving over to the runes, he quickly assesses them for magic - and if they are not magical, tries to read them.
know(arcana): 1d20 + 13 ⇒ (15) + 13 = 28
Before leaving the room where we fought the clockwork, Auric retrieves his durable arrows.
The archaeologist ponders his new finding for a moment. He casts detect magic, then tries to bring his expertise to help Val.
Knowledge Arcana (aid another) DC 10: 1d20 + 11 ⇒ (3) + 11 = 14
Auric: 1d20 + 5 ⇒ (2) + 5 = 7
Val: 1d20 + 1 ⇒ (17) + 1 = 18[/dice]
Auric There are no magic aura's in this room besides the magic you brought with you.
Alektara It seems to be a not correctly closed secret door. You think you can stick your fingers behind it and open it fully.
The names on the notes do not mean anything to you.
If anyone wants to read the Thassilonian runes they can attempt a linguistics check (trained only)
"Guys, I think I found something here." Alektara says pointing to a spot on the wall. "It might budge if someone strong could pry it open."
"Take care, there is a lingering aura of conjuration here.. something may appear if this is trapped somehow. It is strongest over near you Alektara. Take care You might want to step back, it would be unfortunate if you accidentally summoned a demon."
He then looks at the Thassilonian runes
linguistics: 1d20 + 9 ⇒ (14) + 9 = 23
"These may provide a clue..."
"Might be a bit of a problem. Any of you know how to dispel or disable a magical trap?"
Is this door where we are all standing or up where you've got the red "S" on the map?
Jplly: it's the red S. You are all in that room, so please reposition
Val reads the runes: “Dusk Woven on the World Loom.”
Without further context, the meaning of this phrase is lost to time...
"Is anyone able to confirm if it is a magical trap? My own skills are not really oriented in that direction." admits Valandil
We're all in the wrong place on the map. I have repositioned us all to the same positions around the door that we're really at.
Jolly walks up to the door, checks it to see if he can spot any traps without touching it and then retreats to the edge of the room. "If no one is good at this, we might need to draw straws. No point in all of us getting exposed."
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
The pathfinders are looking at an secret door, nobody seems to want to be the one to open it though, afraid that some magical trap might be triggered...
Jolly takes another good look at the door and detects that there are stairs leading down behind it.
"All right, let's draw straws and see what this thing does." Jolly produces a handful of straws and offers them to everyone.
Straw (low on d20 loses): 1d20 ⇒ 12
Sorry, very busy end of week and I didn't have a chance to post properly. Onto the matter at hand, then. Clever explorer allows me to disable both mundane and magical traps by the way:
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Auric examines the secret door after casting detect magic, and prepares his arcane contraptions to disable the potential magical trap.Disable Device, take 10, heroism: 10 + 22 + 2 = 34
Auric, I also need the perception check to locate that potential trap.
Auric cautiously looks and feels behind the slightly open secret door and detects a lever that would fall if the door was opened. He secures the lever with a bit of wire and then opens the door completely, showing stairs down.
Walking down the stairs you come to a large room, sumptuously carpeted with large rugs, several of which bear runic writing woven into their patterns with dull metallic thread.
A steep staircase ascends to the east, and a pair of imposing double doors looms to the west. Eight narrow passages extend from this room in several directions, each passageway soon turns to the left or right.
"Wait suggests the wizard.
Val once again checks the room for magic before anyone enters.
BTW, the map protection is odd, I can't see it at the moment.
Can you try the map again? I disabled sharing when I was working on it, now it should be good again
Val finds no magical aura's in the room
Map looks good now
Val, from the doorway, tries to make out the runic writing.
linguistics: 1d20 + 9 ⇒ (14) + 9 = 23
The runic writing does not make any sense. It uses runes from several runic scripts and appears to be incorporated in the rugs because of aesthetics.
"I see no magic, but there could be a mundane trap still. Remember that note!"
"Well, if Auric is our expert, let's get him to have another look. I don't think we're in a hurry. Let's have him take his time and check things again."
Sounds like we should have Auric take 20 for 35 again to be sure.
Auric detects that one of the rugs is covered with some kind of magic trap that would be triggered if anyone would step on it. Rolling up the carpet makes sure that nobody can step on the trap.
"Clever. Somehow it has been hidden from our magic, but Auric's eyes are better than that. Let's roll it up." Jolly will help anyone else that wants to roll up the carpet or do it himself if Auric can direct how to do it without triggering the trap. Once clear he suggests, "Shall we check the doors here before exploring the hallways?"
Auric takes his time going over the doors and finds no traps. The doors are locked.
Val peers down the side passages, making sure to not enter them, or go anywhere that has not been already checked for the spiders 'webs.'
The side passages are well lit and soon turn to the right or left, making it impossible to see what is beyond the corner.
Telos moves forward as quietly as his armor permits.
A spider's lair, for certain...
stealth: 1d20 + 2 ⇒ (5) + 2 = 7
He ventures to the passage to the east to get a better look.
wanting to check out the northeast corridor
"Do you want me to scout ahead? My armor is not as bulky and my feet are lighter than yours." Alektara asks Telos as she moves past him.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25
The passageway leading out of the room ends in a flat stone wall hung with a large mirror, similar to the mirrors stored above. The mirror has a small card posted nearby containing three coded words.
On the mirror a single word is etched "Botosani"
"Botosani? What's that? A code word of some sort? Are we going to check all of these passages first then? Or see what is behind the locked doors?"
Val has training and a +9 bonus in knowledge(geography), on the off chance that folk go down the other passages and there are mirrors with notes at the end of the corridors he'll take ten on checks to identify places for everyone.
"It is a city in Rahadoum. Perhaps with a secret cult to Iomdeae. Though from what I know about her, I don't think her cult is normally very subtle." he sneers.
"Interesting the use of mirrors" he muses, joining the others.
Casts detect magic to see if the mirror is magic, or perhaps had been used for a scrying spell recently.
Val, Rahadoum has banned religion, so that may be why the cult to Iomedae is a secret
The mirror shows no magic aura.
Val, can you give me a spellcraft check
What's next? The other corridors or the door?
K-Religion: 1d20 + 9 ⇒ (2) + 9 = 11
and Alektara looks at the same information but draws nothing from them at this time.
"Should I scout ahead...?"Alektara asks back to her companions...
and she checks the area around ...Perception: 1d20 + 4 ⇒ (7) + 4 = 11
spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29
Val considers what he has seen, and the area in general.
"Val this is odd, the corridor just abruptly ends. I see nothing out of the ordinary. See if you can detect anything. Another set of elven eyes cant hurt." Alektara calls out to Valandil.
Val looks harder
perception: 1d20 + 3 ⇒ (5) + 3 = 8
"If you all are going to scout the passages, I'll help hold the center here where we rolled up that rug." Jolly positions himself where he can watch the door and the entrances to the passages.
IRRISENI MIRROR SIGHT
School divination (scrying); Level sorcerer/wizard 3, witch 3
Casting Time 10 minutes
Components V, S, F (a mirror)
Range see text
Effect magical sensor
Duration 1 minute/level
Saving Throw none; Spell Resistance no
This spell lets you look into a mirror near you and see an
image that is reflected in another specific mirror (chosen
by you) or an individual reflected in any other mirror.
This works like a scrying spell, except you can only view
creatures that are on the same plane as you. Each time you
cast the spell, you can choose to see one of three types of
reflections in your mirror.
Known Mirror: The current reflection in another mirror
with which you are familiar.
Known Person: The current reflection of a person you
know well, assuming that person is near a mirror.
Known Place: The current reflection of a place you know
well, assuming the location is being reflected in a mirror.
You receive only visual information through this ability.
You can choose to transmit information both ways so that
a person reflected in the remote mirror can view whatever
appears in the mirror you are using.
This spell works with intentionally fabricated mirrors only;
it is not effective with other reflective surfaces, such as still
pools or polished metal shields. Effects that block scrying
block this spell.
You scout the other passages and find 7 other dead ends with a mirror, each with a code notes. Two of the other mirrors are etched with names of places: Westcrown in Cheliax and Highhelm in the Five Kings Mountains.
Val thinks he could decode the other notes using the three names of places and their codecards. However that will take some time and might be better done at a later moment in the safety of the lodge.
Telos frowns at the dead ends.
"Like a spider's legs are these passages. What could the clues mean? Perhaps we will need to think on what we have found. But first, let us search this last room. Perhaps we will find her there..."
"Let's hope we do. Otherwise, we need to go look for more secret doors or a clue to where she's gone."
Jolly will cast anticipate peril before we make an attempt to enter the room. It will be good for 3 minutes and will give him a +3 insight bonus on his initiative check.
The Pathfinders get ready to enter the last room
Are you ok with the way I put you in front of the doors? If not, please relocate.