
Rilkus Ironhand |

Int: 1d20 ⇒ 17
”No idea what Bug is saying, as she isn’t clicking. Plus I’m not convinced that I’ve really got the language’s basics down yet. Most likely she’s telling us that inside isn’t safe? But from what I can see...the wheel is some kind of rolling door. Like the stone doors outside, it'll be impossible to move the wheel from the other side. If we all work together, perhaps we can budge it.”

Sienna Raindancer |

"I think these... handles? ... can be used to roll it to one side," says Sienna. "But... the kreen drew these handles in the ground. I'm not sure what she's trying to indicate."
Sienna turns and stares into the bug's multifaceted eyes for a few moments. "I don't understand. You're trying to tell us something about the handles? Is it supposed to be operated a particular way? Is it a trap? Is it magic?"

-Bug- |


Sienna Raindancer |

Sense Motive, empathy: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Sienna looks at the handle, at the kreen, then back at the door, then says, "Oh! There's only handles on one side! This could trip a mechanism that shuts us in, if we don't figure out a way to keep it from rolling shut. Right."

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perception: 1d20 + 4 ⇒ (3) + 4 = 7
"I'm not the strongest one here. Rikus, will you do the honors?"

Rilkus Ironhand |

Rilkus nodded. He pulled a flank from his belt, and drank his mutagen. He shuddered, as his muscles began to swell from the alchemical concoction. He then gripped the wheel and..
Str: 1d20 + 6 ⇒ (18) + 6 = 24
Endless Stamina: Athasian muls add a +4 racial bonus to Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environment.
As such, he'll keep at this for as long as he is able.
A 24! Only need 2 assists and we'll have it open.

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Darzus looks at his frail limbs, then at Rikus and laughs nervously.
Strength, aid Rikus: 1d20 ⇒ 17
He finds that adding elbow grease when someone is already doing well isn't so bad.

Dragonofashandflame |

With a mighty heave, Rilkus sends the stone wheel rolling. It rocks forward, slowly turning along its track. His prodigious strength almost gives out for a moment, but Darzus and Badr quickly grab the other handles and pull it away from Rilkus setting it rolling further down the track with the loud sound of stone scraping against stone. It finally comes to a stop at the end of the track revealing a square doorway into a second chamber.
The square room is completely bare. Its walls are empty blank stone, not a single scratch or carving mars their surface. in the center of the chamber's floor, a square shaft rises drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of giant hair rope dangles from the piton into the darkness of the shaft.
The shaft itself is ten feet square and its smooth surface is designed to make it very difficult to climb. Rilkus' foot gently taps the rope, and it disintegrates into dust instantly.

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"No, but I hope somebody does. Also, does anybody have rope that they trust? I would expect this scrappy, aged giant's hair rope to snap under my weight."

Badr Al-Urik |

Badr knots together the barrel rope with his silk rope and secures the silk rope to the piton. He then turns to the others intently. "I'll scout ahead. If I tug twice it is clear to come down."
He then swings down over the edge and climbs down.
Climb: 1d20 + 5 ⇒ (7) + 5 = 12

Dragonofashandflame |

Badr deftly slips down the silk rope, as silent as a shade. He drops the last ten feet to the stone floor below. Beside him are the crumpled remains of some tomb robber long since rotted away. Naught but some leathery skin and shattered leg bones are all that remain of the fool. Clearly, whoever it was fell from the shaft, shattered their legs, and crawled away to die. The nick in the windpipe gives away the desperation they must have suffered at the end. The wastes are never kind to the foolish or desperate. Death is the fate that awaits both.
But, the dead are dead, and it is worthless to pay them any mind. Badr stands, ignoring the body, taking in the chamber. It's another perfectly square room, with intricately carved walls depicting powerful warriors in profile in breastplate with a shield and raised khopesh. The shaft opens ten feet above the floor from the center of the ceiling. It'd be impossible to scale the walls.
Smooth stone slabs from a door in the western wall. They're heavy, but Badr thinks that he could push them open with some help.
The stone doors will open with a DC 10 str check
the dice trolls keep doing weird things with the dice. so.. I'm just gonna handwave this. Badr sticks the landing (giggidy).

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"What do you see down there, Badr? If a taller one like myself followed you down could I get back up?"

-Bug- |

Bug kept looking at the big slab door they'd come through. Her new packmates were getting spread out now, going down the big hole. They clearly weren't worried like she was. She couldn't assume they didn't realize the danger. They seemed like they understood. Maybe they knew something she did not and she was simply being overly cautious.
With the decision made, she turned around from the doorway and looked at the hole, and the mechanisms it was attached to.
Knowledge Engineering: 1d20 + 6 ⇒ (11) + 6 = 17

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Darzus looks around at the rest of the group, sighs, and approaches the rope.
The free falling after he slips incurs an overwhelming sense of panic before he finally hits the bottom. At that instant he opens up his eyes, having imagined very negatively how this climb is going to go.
"I'm... not so good with heights." He backs away and looks down at his feet while others descend on the rope.

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Darzus turns to acknowledge bug, one eyebrow raised higher. o_O
He attempts to click in the clumsy, kreen approximation that he knows.
"Hmm, or maybe it's simply saying he won't do so well down the rope for more... obvious reasons."

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A look of knowing comes over Darzus' face, now understanding bugs fears.

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Darzus audibly sighs and follows bug down the rope. He looks up the entire time until he has to drop.
Climb: 1d20 ⇒ 18
Acrobatics, ignore fall damage, DC15: 1d20 + 4 ⇒ (2) + 4 = 6
He slips awkwardly off the end of the rope...
Fall damage: 1d6 ⇒ 2

Sienna Raindancer |

I believe the first 10' of a voluntary fall is always nonlethal damage.
Falling: "If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage."

Dragonofashandflame |

Ugh.. sorry went to the beach. got heat exhaustion. this is the first day i've been able to stay awake for more than 6 hours.
The doors easily push open and reveal a long hallway. The walls of this ten-foot-wide corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. A general standing at the far doors points at a carving in the eastern doors.
Engraved stone double doors stand at either end of the hallway.

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Darzus walks up just past Sienna. "This door looks pretty important. Traps sounds about right..." He begins to inspect the doors, their framing, the floor and ceiling just in front of them... visually of course. He keeps a cautious distance.
Perception, traps: 1d20 + 4 ⇒ (7) + 4 = 11

Dragonofashandflame |

Man.. why'd you have to search for traps?!
Badr takes in the intricate carvings, and dismisses them quickly. They are impressive, but they don't tell a story, or of what treasures may lay beyond the door. The large stone in front of the door, however...
The harsh sandstone is slightly raised higher than the rest of the stone floor. It's blended to look like a natural variation in the stone slabs. But, no. This place is far too well built, this is NOT an overlarge rock. It's a TRAP. He takes a quick look and, yes... there are small holes cunningly carved to look like spears falling from the sky. If the stone is pressed, then the trap will send arrows or spears ripping down the hallway to impale any in their way.
DC 20 to disable.
you can do aids another to help out

Sienna Raindancer |

"I don't really know how this sort of thing works," says Sienna. "You'll have to step me through it."
She starts with a quick whispered invocation to the spirits of rain.
Casting guidance, then attempting to aid.
Disable Device aid (untrained), guidance: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Looks like I set the trap off with my usual dice (bad) luck.

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Darzus jumps in, trying to continue where Badr left off in his exploration of the mechanism.
Disable device, aid: 1d20 + 5 ⇒ (4) + 5 = 9
He misjudges where Badr was and doesn't really help.
*Disable primary* checks can be retried if they fail by only 4 or less, can aid rolls simply take 10?

Dragonofashandflame |

even without the rules, i think its stupid if an Aid Another foils people. Otherwise, why use it? So unsuccessful AAs will NOT hinder you. however, you canNOT take 10 (or 20) on AAs (per rules). which makes sense. Speaking of... bit of weirdness on the rules. Rig/Disarm an explosive (i.e. a landmine.. y'know a technological trap) is a take 10. Disarm a trap (20 DC) is unclear. eh, he gets multiple tries anyways (since he didn't fail the DC by 4 or more. He can try again. also, bug and Rilkus can try their hands at the DEVICE (bum bum bum)

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Darzus gets his bearings on where Badr is, waits until Sienna retreats from her try, and dives in again with his tools.
Disable device, aid: 1d20 + 5 ⇒ (12) + 5 = 17 woohoo