
electricjokecascade RPG Superstar Season 9 Top 16 |

Dragox derives no sense of evil from the massive, ponderous coffins.
Omar detects no traps on the gate, though he discovers a disturbing detail; the far side of the bars have daggers welded to their surface, with the blade's points out into the hallway beyond. The gate is cunningly locked, however.
Peering through the bars, you see that the hallway continues for ten feet before opening up into a T-junction, with the far wall containing a massive face of some kind carved into the wall. It's hard to make out much more from where you stand.

Sargon The War Sage |

Calls lying blades for cuts unkind Sargon repeats a part of the strange riddle Omar, it's either that or something quite nasty for us I would wager

T'wich McGruff |

Omar enters the room and discovers that the coffins are made of stone, and that their lids are mortared shut.
Looking at Clank. "Big guy, the good stuff is usually in coffin's." He smiles widely. "you could possible fund a whole squad wit the reasure."

T'wich McGruff |

"Odd gate. Think it's made for something nasty on the other side. "
is the gate locked?
"Or on this side." He glances back at the coffins.

T'wich McGruff |

As the group exams the grate, T'wixh will satart to check out the coffins beginning with the two small ones. he is not opening them but lookign for any symbols or writing or triggers to open.
perception, traps: 1d20 + 20 + 5 ⇒ (12) + 20 + 5 = 37

Sargon The War Sage |

Twich, we can play around with those if need be, otherwise I would rather not disturb the dead
Sargon says waiting to go through the daggergate

T'wich McGruff |

T'wich finishes up and then waits for Omar to get around the trap. His arms folded over his chest, and he grumbles a bit. "Yer all thumbs t'day careful...careful you already set one off." He huffs.

electricjokecascade RPG Superstar Season 9 Top 16 |

Opening the dagger gate reveals a better view of the massive, floor to ceiling face carved into the hallway at the T-junction ahead.
The eyes of this massive stone face appear to be looking down the south tunnel, and its lips are pursed as if whistling. A soft current of air escapes from the carving's mouth. A single word has been carved into the wall beneath the face, which Sargon is able to translate from the Taalese into 'listen'.
Picture of face inserted into 4th slide.

Sargon The War Sage |

Sargon places his head a little closer to the mouth. Could you all keep it down a bit, this word here means listen

Reyondelee |

Stranger and stranger... Reyondelee steps toward the door, far enough to see down the hallway, but not across the threshold. You boys mind doing a good hard search for traps here? That face gives me the shivers. She scans all around the threshold of the dagger door herself looking for any clues, traps, or danger.
Reyondelee will use the Aid Another action to aid Omar in searching the door, and hallway.
Aid Another Perception: 1d20 + 23 ⇒ (10) + 23 = 33

Reyondelee |

I have this bad feeling that that gate is going to shut and that mouth is going to blow a gust of wind so strong that we're all going to be stabbed in the back by a gate-ful of daggers. Is there any way we can block this gate open? Pitons, rope, magic? Rey examines the hallway and realizes that the likelihood of that scenario is actually pretty likely. Let's be careful here.

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"Not a bad idea, that could explain the spikes on the gate.
he will head back to the gate and with some pitons and other junk jam it open.
disable device: 1d20 + 32 ⇒ (10) + 32 = 42

T'wich McGruff |

T'wich will assist with the pitons. 'Place is start'n to give me the willies."
disable device assist: 1d20 + 28 ⇒ (8) + 28 = 36
His hammer hits the piton head firmly lodging it in place.

electricjokecascade RPG Superstar Season 9 Top 16 |

Omar and Reyondelee discover that both ears contain channels that lead deeper into the head, just about wide enough for a hand.
T'wich and Omar find it exceedingly hard to plunge the pitons into the adamantine reinforced walls and floors, but after awhile they think they've dug the pitons in as best they can to prop the door open.

Reyondelee |

Ummmmm, cleaning statue's ear holes is something I'd rather leave to the men folk. Rey says and takes a few steps back toward the sarcophagi. Though, I'd stick a stick down there first if I were you, just to make sure there isn't something in there going to chop yer hand off, or a snake going to bite it or something.

Sargon The War Sage |

No voice here Twich Sargon sees Rey and Omars discovery of the earholes. Clever...Using listen to refer to the ears
Sargon will pull out his folding pole and probe the left earhole.

Dragox |

Dragox will pull his longspear and do the same to the right ear hole. "I'd lose to lose my spear, but I'd hate to lose one of our hands even more," he grumbles.

Reyondelee |

Gauthier has kept the rear, staying with T'wich and Omar to stick the pitons in: "Very good idea. Don't like those daggers pointing at us."
When he moves forward and watches the head, he comments: "What is it looking at?" and follows its gaze.
[dice=Perception]1d20+34
Oh how I love nat. 20s on skill checks. ;)

Dragox |

"Well, lookiee here! There's a green key over here in the right earhold!" Dragox looks around nervously. "Anyone want to come fish it out for us?"

Sargon The War Sage |

Omar stops Sargon as he goes to insert the pole in the left ear, having discerned a trap hidden within its depths.
Thanks Omar, who knows what kind of nasty surprise those muddies had in store for us
The right ear contains a small green key.
Great another key, just to check no one saw a keyhole in the previous room right?
Sargon looks again at the statue. It seems to be looking toward the south. Let's head that way

T'wich McGruff |

T'wich moves forward, bumping and jostling his way long. "I'll take a looksie." He grins. He will then proceed to look for the trap and disable/retrieve the key.
perception, traps: 1d20 + 20 + 5 ⇒ (12) + 20 + 5 = 37
disable device: 1d20 + 28 ⇒ (18) + 28 = 46
Using a small set of forceps he wiggles the key free. or so he hopes.

T'wich McGruff |

Pawning the key T'wich runs his fingers over the key, "bit unusual." He comments on the key. "So what's down the hall?"

Reyondelee |

Reyondelee sketches more of her map, adding in as many details as possible.
craft mapmaking: 1d20 + 9 ⇒ (1) + 9 = 10
After putting away her parchment and quill, she looks down the hallway. Wonder why darkvision doesn't penetrate the darkness down there? Might be time for a daylight spell? She muses as she follows Sargon's gaze. Though, I have to think, if the statue's eyes are pointing that way, maybe we'd be better off going the other way. She says with a laugh.

electricjokecascade RPG Superstar Season 9 Top 16 |

Sorry, clarification; the darkness doesn't seem to be magical. The room's just a far distance away down the hall, is all. I'm revisiting Gauthier's 20 on his perception check.
Gauthier, craning and peering, can barely make out what looks to be a very large and empty room. Something stands in the center, uniform in size and rising from floor to ceiling. You'll have to get closer to make out more detail, though.

Sargon The War Sage |

Twhip...Sargon dissapears and follows the group in.
I keep forgetting I have this ring, I want my moneys worth out of it

T'wich McGruff |

"So," there's a pause, "we pressin' on? Staying still makes us easy targets."
Just moving this forward.

Dragox |
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Dragox falls into his usual spot in the order.
I say that we allow Twich and Omar with their trap spotting abilities have free rein on when to move ahead, and Dragox will follow. I don't want to the be the sacrificial lamb, so whenever they think it is safe to lead, go ahead and make the call, as far as I am concerned.

Reyondelee |

Dragox falls into his usual spot in the order.
I say that we allow Twich and Omar with their trap spotting abilities have free rein on when to move ahead, and Dragox will follow. I don't want to the be the sacrificial lamb, so whenever they think it is safe to lead, go ahead and make the call, as far as I am concerned.
I'm in total agreement here. I have no problem following Omar and T'wich's lead. They've already proven themselves to be more than competent trap finders and disablers. So if they want to just start determining the route, and its safety, Reyondelee will follow along.

T'wich McGruff |

'We'll be swimming soon in a watery doom." He mumbles.
T'wich secures the key the begins down the hallway, letting his darkvision adjust to the lack of light. He proceeds slowly canning form floor to wall to ceiling making sure each is clear then moves to the entry way of the large room. he does not break the threshold yet.
Hallway
perception, traps: 1d20 + 20 + 5 ⇒ (16) + 20 + 5 = 41
dd: 1d20 + 28 ⇒ (11) + 28 = 39
Looking into the room:
perception, traps: 1d20 + 20 + 5 ⇒ (9) + 20 + 5 = 34
dd: 1d20 + 28 ⇒ (14) + 28 = 42
"Careful now...me eyes are still scanning, follow me slowly and step where I do."

Reyondelee |

Reyondelee summons her lyre and strums a bar of a sweet melody. Find those traps my lovely friends, find them so we don't meet our end!
Rey will inspire competence for T'wich and Omar. So add another +4 to their skill rolls.

T'wich McGruff |

"Suppose this key goes in th't hole," he holds it up, "you wanna give it a go?" He offers to Omar.

Sargon The War Sage |

Sargon looks around the room he has see invisibility suspiciously. This seems a bit to easy
Perception: 1d20 + 26 ⇒ (17) + 26 = 43

electricjokecascade RPG Superstar Season 9 Top 16 |

Omar detects two traps set in the keyhole; one would cause a jolt of lightning to flood into whomever turned the key, the other would cause a side of the pillar to blow out, wounding anybody who stood before it when the key was turned. While it can't be nullified, Omar sees that anybody could turn the key while standing out of the way.