
Silfr |

Before leaving the room with the masks, Dyrant asks to Glim to look at the latch on the doors.
Bluff => 10
"Glim, I think this latch is broken. Maybe you could fix it."
Sense Motive +2 1d20 + 2 ⇒ (20) + 2 = 22
Dryant clearly has no idea how locks work, what a strange way to motivate someone. I wonder if a lack of divine spark was the real reason he was dismissed from his work for St. Cuthbert.

Atol Lem |

Atol glances nervously behind the party as he moves into position. He unloads the extra crossbow and carries his loaded crossbow at the ready.
I don't like leaving those silver skinned creatures behind us. It feels dangerous.

Glimmil |

Sense Motive: 1d20 - 1 ⇒ (4) - 1 = 3
Prior to moving to the T-Intersection...
"Oh? Maybe that's how they opened it..."
Glimmil moves to investigate the latch, finds it fully functional and shrugs.
Maybe Dyrant is getting senile and didn't realize it was in fact working?
At the T-Intersection...
"This door has a 'Z' on it... curious!" Glimmil adds, honestly intrigued by the doors.
With no instruction on where to head next, he figures the 'rule of left' should prevail and begins to scamper down the passageway to the left until he sees it ending - passing whatever closed doors are along the way.

Silfr |

The party closes the door and moves to the T-intersection of the hallway.
The door in front of you has a "Z" on it in gnome.
SIlfr will look into the hallway and take a long look in each direction with his new darkvision.
Is there movement? Are there letters on the other doors?
In a quite voice, Silfr says "I suggest we go to the right, as our map seems to show that as a contained area we could explore in its entirerty."

Glimmil |

Feeling the hallway is somewhat secure, Glimmil will peek at all the doors to the left to see if any are open, ajar or are the source of the breeze that everyone felt earlier.
Perception for left hallway & doors:1d20 + 1 ⇒ (20) + 1 = 21
** If he sees a mask with a mouth filled with magical darkness, he will NOT try to climb into it.
Shield and hammer ready, Dyrant's ward also back up, so AC21

GM_Chris |

Feeling the hallway is somewhat secure, Glimmil will peek at all the doors to the left to see if any are open, ajar or are the source of the breeze that everyone felt earlier.
The breeze is coming from ceiling. There appears to be some kind of air vents to ciruclate the air. The vents are not large enough to enter. Glimmil continues south to the other two doors, taking the light source with him. The door on the west is marked with an "A" and there is an "R" on the door to the east. All of the doors are secure.

Glimmil |

"Another 'A' door! Glimmil announces, to nobody in particular.
He wanders back to the intersection and shrugs.
"All the doors this side are closed, what did you tall-folk find on this side?"
Standing on his toes, he takes a look at Dryant's map and tries to point out where the different letters belong.

Finneas Glenn |

Are we in the intersection now? We were following Glimmil who doesn't think we were following him.
"If all of these doors are closed and locked then we have to pick one to open, or go back to the original door and take the tunnels. Dyrant has the map, I suggest we let him decide which door to open next."
Finneas looks pointedly at Glimmil.
Patience. He is as new to this as I am, only more impulsive. This place has us all on edge I think.

Atol Lem |

Atol glances nervously behind him looking for the silver men.
Perception 1d20 + 5 ⇒ (13) + 5 = 18
"We should proceed with caution, if they dug tunnels in one area they may have in others as well and could come at us from any angle."
Why are we in such a rush to rush on? Must be something in the air. Atol tries breathing more shallowly to relax and feels a little woozy from lack of oxygen, then breathes normally for a while.

Dyrant Maynor, the Pre-Sainted |

Dyrant follows, mentally preparing and instructionary oration about the foolishness of random wanderings in a maze without consulting higher authority (like Dyrant himself).
Can we get an upadated map? Not sure where the gnome has dragged us.

Glimmil |

I don't think the map changed, Glimmil just went left to check out if any of those 3 doors on the map were open and see what runes were inscribed on them. Presumably he's back in the T intersection with everyone unless something happened...
Glimmil remarks, "So we've found 'J', 'A', 'R' and 'Z' doors...
The gnome scratches his head.
I suspect they will spell J-Z-A-D-I-R-U-N-E but Glimmil is likely thinking they are storerooms for JARZ at this point.

Dyrant Maynor, the Pre-Sainted |

Dyrant stayed at the intersection, checking his map and trying to follow the bouncing gnome.
"I would turn right here and let's try the first door. An orderly search of his place would be likely to allow us to find the children we seek." Dyrant orients the map again.
"Yes, there should be 5 closed rooms to the right and from there we can move to the left as all these rooms should have no exits."
Dyrant will move to C-12 and attempt to shoo the party into some sort of proper marching order and door bashing in positions.

Silfr |

The map is unchanged, especially since I can't seem to get it to work here at work. What I need to know is if anyone followed Glimmil south down to the doors at row S/T, Columns -12,-13. If so, how far behind were you? Or, did everyone stay at the intersection?
Silfr had followed Glimmil down there - close enough to act if he is turned into a gnome-kebab again
"Yes, there should be 5 closed rooms to the right and from there we can move to the left as all these rooms should have no exits."
I also suggested this... we are at least in alignment on our exploration method.
"Glimmil, a less rambunctious pace if you please. We can look in the open area ahead but let us be systematic in opening of doors, starting with the rooms behind us which have no additional exits."

Atol Lem |

Atol stands at G -12 or H -12 if someone else is standing there. He watches the rear more than anything, worrying about the silver creatures sneaking up behind and ambushing the party. Atol will follow Dyrant's directions though if told something specific. He has his crossbow out.

Silfr |

"I was merely ensuring if we turned or backs on this hallway, that it seemed secure. I see no doors here open..."
Silfr considers the wall, and says"It is strange that there is not an open room here, as the map Dryant carries would suggest."

GM_Chris |

Sorry for the delay and awkwardness, but such is life. I'm interpreting "close enough to act if he is turned into a gnome-kebab again" as more than the square directly behind him.
As Glimmil wanders down the hallway, Silfir follows 10' behind him to make sure he doesn't get into too much trouble as Dyrant, Atol and Finneas are back at the T-intersection (pick any spot you'd like). Unfortunately for Silfir, he is the one who finds the trouble. As he watches the gnome reach the doors at the bottom of the hallway, the floor drops out from underneath Silfir (reflex save +1, 1d20 + 1 ⇒ (10) + 1 = 11. Darn those gnomes that aren't heavy enough to activate traps.
As Dyrant, Atol and Finneas watch, Silfir disappears into the ground. Glimmil will hear the noise and be able to see the top of Silfir's head disappear into the ground and an open 10'x10', 20' deep pit taking up all of Q,R,-12,-13. Glimmil is at S,-12.
Initiative
Atol1d20 + 0 ⇒ (11) + 0 = 11
Dyrant 1d20 + 7 ⇒ (2) + 7 = 9
Finneas 1d20 + 6 ⇒ (18) + 6 = 24
Glimmil1d20 + 3 ⇒ (17) + 3 = 20
Silfir 1d20 + 1 ⇒ (7) + 1 = 8
Trap 1d20 + 2 ⇒ (18) + 2 = 20
Initiative
Finneas = 24
Glimmil = 20
Trap = 20
Atol = 11
Dyrant = 9
Silfir = 8

Finneas Glenn |

Turn 1 Initiative 24
"Silfr!"
Double move to {P,-12}
I hope there aren't more pits...
Female Voice: I told you to lose some weight.

Glimmil |

Turn 1, Init 20
Darn I'd have hoped that 21 perception would find a trap...
"Which wall?" Glimmil asks, responding to Silfr's statement. "This one?"
Without a response, he turns back to look for the nobleman, "Sil...?"
Uh oh.
Glimmil scampers to the edge of the pit, and with as much confidence as he can calls down.
"Don't worry! We'll get you out!"
The gnome begins fishing through his possessions for something useful, pulling out spoons, bits of yarn, yet not finding any meaningful length of rope.
Shrugging, he reaches down with his hand.
Assist Silfr in climbing up: 1d20 + 2 ⇒ (3) + 2 = 5
I'd guess that's either a straight up Strength check, or a Climb check - both would have the same modifier I'd suppose.
EDIT - Not that it matters with that roll, such is the folly of a 40 lb gnome offering to help pull a man from a pit.

GM_Chris |

Round 1, Init 20, Trap
As Finneas looks on from one side of the pit and Glimmil looks on from the other side, the trap doors close (the seam is along the line between Q&R). They can hear gears moving beneath the floor.
# of spikes - 1d4 ⇒ 1
Attack roll - 1d20 + 3 ⇒ (18) + 3 = 21
Damage - 1d4 ⇒ 1

Silfr |

Silfir drops 20' down taking 2d6 ⇒ (6, 2) = 8 damage
Silfr sacrifices 5 hp to keep is eidolon-armor from de-synthesising.
Initiative 8
HP 4 + 4 temps (Max = 9 + 7 temporary)
This gnome will be the death of me.
Silfr calls up, "I survived the trap. Does anyone have rope?"
Looking at the spikes lining the 20 foot ascent, Silfr will carefully check to see if they can bear weight and assist in climbing out. Do they go all the way up or does this look like a crushing chamber, where opposite the spikes there would be holes in the wall.
Seeing Glimmil high above, reaching his hand down perhaps one or so feet from the top, Silfr calls up "Lets see if anyone has rope.. I'd rather not make the trip down twice! Also there is a dead silver fellow here, and I am well positioned to check him for clues."
Finally, if nothing else is going on, Silfr will check to see if there are keys or notes on the ground.
Perception +4 1d20 + 4 ⇒ (15) + 4 = 19
How did he carry a rapier, crossbow and bolts while not wearing so much as a belt to hold one weapon while using the other?

GM_Chris |

Looking at the spikes lining the 20 foot ascent, Silfr will carefully check to see if they can bear weight and assist in climbing out. Do they go all the way up or does this look like a crushing chamber, where opposite the spikes there would be holes in the wall.
You'v since found out some answers, but the spikes do not go all the way up. Only the 10' of the moving room have spikes. There is 10' of sheer wall between the room and the floor where Glimmil and Finneas are at.
Finally, if nothing else is going on, Silfr will check to see if there are keys or notes on the ground.
There are no keys, etc. The room is made entirely of wood.

Silfr |

Round 1, Init 20, Trap
Apparently I will do none of the previous post, except sacrifice hit points to maintain synthesis (a free action).
Now: HP 4 + 3 temps (Max = 9 + 7 temporary)
Edit: So is he now in a sealed cube of wood? Did a former wall rotate to block the way up?

Dyrant Maynor, the Pre-Sainted |

On his turn, Dyrant will move to the outside of the trapped area and look for a spot to tie a rope.
"Rope! Rope! Does anyone have a rope!?"

Atol Lem |

Round 1, Initiative 11
Weapon Equipped = Crossbow, Crossbow
Channel Energy Left: x7
Resistant Touch Left: x8
Strength Surge Left: x6
Cleric Spells Left: 1) Command
Atol rushes (double move to P -13) to the edge of the pit and looks on helplessly (no rope). He begins to doff his priests robe (yes, he is thankfully wearing studded leather under it) and plans to get on his belly and lower the makeshift rope down as far as he can.
"We'll save you! Dyrant is here, he'll think of something!"

Silfr |

Round 1, Initiatuve 8
In the cube, is it possible to brace oneself between two spikes, gripping one of them and riding out future rotations? If that will work Silfr will try it with a strength check, otherwise if it obviously won't (brittle spikes, too smooth, etc) he will cast rejuv. eidolon.
Strength 1d20 + 3 ⇒ (8) + 3 = 11
...or...
Rejuvenate Eidolon, lesser 1d10 + 1 ⇒ (4) + 1 = 5 = HP 4 + 7 (max)temps

Glimmil |

Turn 2, Init 20
Growing increasing anxious at the disappearance of Silfr, Glimmil works to free him.
If I understand this correctly, the trapdoors are sealed, blocking line-of-sight to Silfr; additional Glim isn't heavy enough to trigger them open... and we need to open them to get Silfr out.
Is the trapdoor wood or stone? In either case, it's decent DR and HP to chop through... which I guess means gambling with Disable Device.
Glim, worrying that he may not be able to get through quickly enough with his hammer, sets it down and works with his improvised tools to see if he can get the doors to open again.
Disable Device: 1d20 + 5 ⇒ (10) + 5 = 15

GM_Chris |

Round 2, Init 20, Trap
In the cube, is it possible to brace oneself between two spikes, gripping one of them and riding out future rotations?
Yes. I like those creative solutions. I debated on the DC of such an attempt. The trap has a Dex of 15 for initiative and enough strength to do 4d6 crushing damage. I ultimately decided on 17, the DC of the trap.
Finneas carefully pulls the rope out of his backpack as if it might jump away from him. Glimmil seeks for a way to pry open the trap running his hands along the edges, but is unable to find a place to work his tools into a seam. Meanwhile, the gears can be heard to be rotating again. The trap doors remain closed.

Silfr |

I was afraid to open that spoiler tag!
Round 2, Initiative 8
Did the trap reset or will it continue shaking me to death? Perhaps someone above will have the insight to trigger the pressure plate and prop the door once it opens.
Hmm, problem solving abilities of my teammates...
Silfr will shout, "Try to trigger the pressure plate again!"
Intelligence +2 1d20 + 2 ⇒ (6) + 2 = 8
Silfr is too distracted to wonder in this six seconds if he was thrown against the same wall as the dead silver man, perhaps meaning that is the only target wall for the trap.
Silfr will attempt to brace himself as before, but face up the pit in case something happens there.
Strength +3 :1d20 + 3 ⇒ (17) + 3 = 20

Atol Lem |

Round 2, Initiative 11
Weapon Equipped = Crossbow, Crossbow
Channel Energy Left: x6
Resistant Touch Left: x8
Strength Surge Left: x6
Cleric Spells Left: 1) Command
Atol is unsure how injured his friend is, so he'll ready an action - next time he sees him, even a glimpse, he'll channel energy 1d6 ⇒ 2 worth of healing.

Finneas Glenn |

Round 3, Initiative 24
Do not push Atol in, do not push Atol in.
Think, think.
"Gimmil, take the rope and jump on the middle as hard as you can!"
Brace one end of the rope, toss the other towards Gimmili.
Ranged +4 (for strength?)
1d20 + 4 ⇒ (12) + 4 = 16

Glimmil |

Round 3, Init 20
I wonder if even a jumping gnome would trigger it? At most, he'd probably generate 70 lbs of force?
Glimmil, frustrated that none of his spoons or butter knives are doing the job, resigns himself to using The Big One.
Removing his shield, he pulls his axe out and aims it at the trap door and swings with as much strength as he can muster.
"Umphh"
Going to give up on Disable Device. Maybe a DC20 or DC25 would get it, but what are the odds I make one of those? Taking 20 will probably find Silfr dead. I didn't see what the trap door was made out of, but maybe this will chip away at it... should be sub AC10 for an inanimate object, and something like hardness 5 or 10?
Attack trap door with axe: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

Finneas Glenn |

Finneas stares at the rope and Glimmil in disbelief.
Could he be one of them? Disguised as a paladin and sent to lead us into the traps of this place? First he comes straight here despite our planning and then he doesn't trigger it to save Silfr?"

GM_Chris |

Round 3, Init 20-, Trap
Glimmil chips away at the floor, less than half of his damage overcoming the hardness of the wood, while the rope from Finneas bounces off him. Dyrant sees Finneas's rope, but nothing onto which it could be tied. Atol stands there apparently staring off into space (but is actually ready to channel). Meanwhile, the sound of grinding gears can be heard again.
The room shifts 90 degrees the other way this time, but you are able to hold on and not take any damage.

Glimmil |

Glimmil, sweat dripping from his brow as he readies another swing, glances up at Finneas holding the loose rope.
"I... I think if even if I could get it to trigger, it only stays open for a few seconds, which wouldn't be enough time for both of us to get back out!"
Glimmil eyes the large sword strapped to the half-orc's back.
Maybe it's just for show? I'll make a warrior out of him. For the orphans!
Presumably we're chopping this thing open to get a rope to Silfr, so I'll post another swing in case I can't tomorrow morning.
Round 4, Init 20+ Swing
Attack trap door with axe: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d10 + 6 ⇒ (8) + 6 = 14

Dyrant Maynor, the Pre-Sainted |

Dyrant looks at the gnome, beating at the floor in frustration and then at Atol staring off into space, and realizes that if the old man is to be saved, it is up to him.
Move action to grab the rope. Stnd action to tie himself to the rope.
(He does this while standing safely on the edge.)
"Finneas, give me about 15' of length on the rope and hold tight. Atol, you may want to help!"
St. Cuthbert protect me.
May the old man be alive, but if he's not alive, please let his sweet armor be undamaged...if he can wear it with is strength maybe so can I.

Finneas Glenn |

Round 4 Initiative 24
Sword is lying on the ground or in hand, depending on how I had to search for the rope. Didn't realize the floor was wood.
Finneas braces himself and wraps the rope around his arms.
"I am ready for you Dyrant."

GM_Chris |

Sword is lying on the ground or in hand, depending on how I had to search for the rope. Didn't realize the floor was wood.
"I am ready for you Dyrant."
Your sword can be sheathed. In regards to the floor, that's a misprint by me. The module doesn't actually give stats for the trap door part of the trap. The room Silfir is in is made completely of wood.