
GM PaleDim |

Ari-Ani carefully manipulates the first trap, quickly figuring out how to disable it. After that, the second is a breeze. The traps are no more.
Where to now? There are two rooms left or straight down the hall?

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Gaskar pats Ari-Ani on the back and nods. 'The rogue I aspire to be...' he thinks.
Before leaving the room, Gaskar will take a quick glance about.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Not seeing much, he'll move down the hall slowly the next door.

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Soleil follows the rogues and gives a big smile and a thumbs up as she notices no one seems to be speaking. She then returns her two handed grip to her sword and looks and listens for something to fight!
Perception: 1d20 - 1 ⇒ (9) - 1 = 8

Magmara |

Magmara is also listening and looking (around the corners of the doorway) for potential threats.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

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Meux walks warily out with the others.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17

GM PaleDim |

Yup, every room seems to have doors out, but they're all "stuck" and take physical effort to get open. But, with no immediate danger I'm not bothering with rolls on those.
Gaskar mentioned moving to the nearest door, sooo...
Gaskar forces the next door on the right open and the room seems... empty?

Mei, Golden-furred Fox Familiar |

Getting bored at the slow pace Mei looks around and notices the break in the wall. She moves through the rubble to the next room all senses on alert for any surprises.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

GM PaleDim |

Moving us on to the last room of this "section". You can still retroactively interact with... whatever is in the room Gaskar just stepped into.
A lowered portcullis blocks off the room to the South from the hallway. The portcullis is old and rusty, and it no longer fits properly in its grooves. It looks like one of you can smash the portcullis down with brute strength. Handwaving a take 10/multiple rolls sequence that adds nothing. Gaskar leans into it with his shoulder and is able to do so in short order.
In this room, spreading out over the breadth of the previous rooms and hallway combined, there is a grotesque dragon face carved in the stone wall. In its gaping maw it has two dozen round holes where its teeth should be.
It quickly becomes apparent that the pressure plates down the hallway are connected to the dragon's face, which used to be a functional trap that fired crossbow bolts at anyone stepping on any of the pressure plates in the hallway. At some point the firing mechanism was disabled.
* some spare parts
* 12 Small crossbow bolts
* a successful Craft (traps) or Disable Device check
You haven't come across spare parts that would work for this trap yet, but you do know what you would be looking for now!

GM PaleDim |

Sorry that slowed down. The skulking kobolds were the main encounter of this area (and the choices of how to handle it are somewhat open and interesting). However, despite the various traps that you find not being directly "in your way," it is important what you decide to do about them. So, while we proceed, definitely still decide what to do about the Perception spoiler above.

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Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Whatever it is in the room back there, Talethia didn't see it.
Perception (Tiny): 1d20 + 7 ⇒ (7) + 7 = 14
And neither did Tiny.

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Soleil gets mildly bored with nothing to fight and pulls out both of her swords and take some awkward slashes, given that the Elven curve blade is not meant to be used one-handed, while says, "That's right. I'm a samurai. Two swords!"
She can't hit above a 19 on perception, so I'm just role playing her not even trying it.

Magmara |

Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Drat! Just missed it!
Magmara responds to her "sister" with, "Of course you are, dear," in the same tone one would use while humoring a child.

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Perception(if a separate check than the one he made pre-GM post: 1d20 + 3 ⇒ (6) + 3 = 9
Meux watches Soleil as she makes graceful slashes with her swords and feels a bit bad his diplomatic measures robbed her of combat.

GM PaleDim |

So at this point, nobody has moved into the room with the dragon face, right?

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Gaskar notices the dragon face. 'What is this?'. Moving in carefully, avoiding any pressure plates (just in case), he goes to inspect the dragon face.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
'Nothing'. The half-orc grunts before noticing a pair of doors to the west. 'Kobolds must've come from here.'.
If anyone follows, he'll point at the door and shrugs. "Kobolds?" He'll ask before looking for Kobold tracks.
Survival, track: 1d20 + 0 ⇒ (16) + 0 = 16

GM PaleDim |

Unfortunately, on the hard granite floor Gaskar is not able to make out distinct tracks. Some of the prior rooms had thick layers of dust, but the main hallway did not and this room likewise has seen copious and consistent traffic for anything useful to be singled out.

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Seeing the Half-Orc doing something that seems more interesting than just looking for traps and such, Soleil sheaths her short sword and follows him into the room holding her Elven curve blade at the ready.
Perception: 1d20 - 1 ⇒ (14) - 1 = 13

Magmara |

Seeing that ornery grin come across Soleil's face, Magmara smiles and shakes her head and follows up to the entrance to the dragon face room then steps to the opposite direction Soleil had gone carefully avoiding pressure plates.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

GM PaleDim |

Oy, the dice are not being kind. I'll give Ari-Ani and Talethia a shot before we move on tomorrow.

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Talethia:
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Tiny (in case it's something he's likely to see and understand with an Int of 2):
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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Ki Chin and Mei follow after the others to the end of the hall passing through the crack on the wall. Seeing an odd statue the magus goes for a closer look.
Perception: 1d20 ⇒ 2

GM PaleDim |

After puzzling over the dragon face feel free to add any more investigation that you want to do as happening before we move on, the group heads through the double-doors to the West.
stonework shows little wear, except where the kobolds have made “improvements.”
Make one perception roll for the following DCs:
Just five feet from the double door, a granite statue of a human woman stands in a running pose. The head of the statue is turned to look over her shoulder, her face locked in a silent scream.

GM PaleDim |

Oh, and Map updated!

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Knowledge (engineering) Untrained: 1d20 + 1 ⇒ (19) + 1 = 20
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Gaskar crouches down and inspects the architecture. "Hmmm" the half-orc says as he runs over the stone wall. He'll point at Ari-Ani then point at the architecture.
But before he can move on, Gaskar stops in his tracks, then puts his finger to his lips as a signal to be quiet. He then points west and pull out his flail.

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Soleil watches the Half-Orc move around and do lots of weird pointing and gesturing, but then he points and pulls out a weapon, and the Ifrit gal smiles.

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Knowledge (Engineering or History, Both Untrained): 1d20 ⇒ 13
"Hmm, looks like better quality work in here."
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Knowledge (Geography): 1d20 ⇒ 2
Talethia doesn't hear or see anything significant herself, but takes the cue from Gaskar and quietly unwraps her bladed scarf from her waist.

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Meux shuffles in warily behind his comrades.

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"What an odd statue." Ki Chin wonders out loud as he gazes at the terrified expression on the statue's face. "I wonder what it is called."
Perception: 1d20 ⇒ 18
The magus suddenly tenses as he nears the doors. "I sense...something is waiting for us beyond these doors." He unsheathes his katana and holds it ready to strike.

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Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Take 10 on Local = 15
Ari-Ani nods to Gasker as if to signify that she hears it. The then tries to sneak closer.

GM PaleDim |

Does Ari-Ani indicate what she knows of the statue? Asking explicitly since you're all trying to be quieter right now, but the statue does tell yo something :)
Check your marching order on the map and let me know how far you want to go towards what you hear, or any other details about how you want to approach it. Whatever you hear, it's all the way past that rubble on the map.

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Gaskar silently moves west a few feet to the first set of doors and sees if he hears/sees anything.
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

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Gaskar silently moves west a few feet to the first set of doors and sees if he hears/sees anything.
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

GM PaleDim |

You can with Stealth. That immediate action is reasonably a take 10. Moving towards the source of the noise or "presence" detected to the West is not.
Ari-Ani whispers to the team what she knows about the statue. A Keleshite Aspis woman, with gear typical of a scout working in the Mwangi Expanse. She seems to have been caught off-guard and put in quite a situation here.
The party still senses something to the West...
Gaskar moves only a short distance, peering into the first room. The reek of dung and sweat permeates this small room. Heaped in a corner, there is a pile of cement pellets, and in another corner lies a grotesque, stuffed leather bag with two oval patches sewn on it. Upon closer inspection, it’s easy to notice many bite marks on it.

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Meux adds in a low voice,
"Li Ki Chin, if given one, I would guess the title of the statue would run something like: "Death by Petrification." And I doubt it was purposefully crafted by an artisan. Very worrying of our future prospects here!"

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Handle Animal: 1d20 + 3 ⇒ (19) + 3 = 22
Survival: 1d20 + 1 ⇒ (14) + 1 = 15
"Looks like someone's been teaching a big animal to Fetch something." Talethia whispers. "And, uh, those stone pellets over there look like dung... Anyone know what kind of creature poops stones?"

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Ari-Ani whispers back, "Probably the same type of creature that can turn people to stone."
Ari-Ani checks the leather bag. [ooc]Take 10. FYI, someone should cast detect magic on the room.[/oooc]
Ari-Ani also draws her weapons.

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'What were those kobolds raising?' Gaskar ponders a bit before moving on, further west. He'll stop at the next door and examine it for traps then listen at the door.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

GM PaleDim |

Do you do anything else with the leather training "toy"?
Gaskar doesn't hear anything else at the moment. As far as he or anyone else can tell, the "thing" hasn't moved from where they first sensed it. The door in front of him seems safe enough, so he opens it.
Animal hides and furs have been laid out on the six dwarf-sized stone beds in this room. A crude set of dice lies scattered on the floor.
A number of weapons have been stashed in a pile to the north.
What do you want to do in this room?

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Soleil looks around the room seeming mildly disappointed as there are, again, no foes. However, Magmara comes over and quietly suggests she detect magic to see if there are any interesting goodies, and Soleil's face brightens up as she says, "Oh yeah! I forgot I could do that!"
Casts detect magic

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Before leaving the room, Talethia wants to see if she can figure out, from the look of the leather bag, what real-life thing the creature has been getting trained to Fetch. Or anything else she can see about the bag.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

GM PaleDim |

Soleil does not detect any magical auras in the immediate room. As far as Talethia can tell, it was the bag-toy itself that the kobolds used to train the creature. It's currently unclear if they were successfully transferring that to any other item.
Are you leave it there or taking it with you? When ready, feel free to join Gaskar in the next room.

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Gaskar waits patiently for his companions to join him before venturing further into the room.

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Talethia decides to take the fetch bag with her when she leaves the room. It might be a good distraction if they run into the toy's owner somewhere up ahead.