
DM Wellard |

The wall is..a wall
Layjiani casts a mending spell on the construct which heads south a short distance. opening a concealed compartment in the stone it hits a button which opens a tiny hatch in the floor just to the north of where you found it..it moves there..dumps its contents into the compartment underneath and closes the hatch again..theres a clunking sound as the hatch closes..the construct then begins to sweep the floor of the accumulated dust of centuries.

Layjiani |

Watching the small construct carefully for several rounds, Layjiani times things perfectly then james her crowbar into the floor, propping it open. Then, assuming nothing untoward happens, she brings her glowing stone to the hole to try and see what is down there.
Not sure what, if any, rolls are needed? But feel free to roll 'em for her

Gashelle Smith |

"Hang on, Your Grace. There's still plenty of investigation we can conduct here before we go smashing things."
There's a set of double doors on the center of the east wall, a door at the south end of the east wall, and double doors at the south end of the hallway, Wellard. What can we find out about them?

DM Wellard |

sorry guys home net acess is down...I'm posting from work but dont have my games materials to consult here..this is from memory and might be ammended later
The hatch would admit a tiny creature under it is a chamber large enough for a small creature to fit into..a careful study reveals that the floor of the chamber is a trap door.

Holgur |

The thought that they are standing near the entrance to a cess-pit is revolting to Holgur but he tries to show no reaction.
"It seems unlikely that anything of value or interest would be in such a place. I think we should move on."

Layjiani |

Layjiani nods at Elarial's likely answer, but she still takes a sniff and lowers her hand with a lighted stone into in while she peeks in anyway, just to make sure.
If she finds nothing, then she retrieves her crowbar and, once again) searches the remaining doors for any traps or dangers and opens whichever one the party leader tells her to.

DM Wellard |

It's a rubbish chute not a sewage one.
And that unfortunately people is where I have to put this game on hiatus for the moment..I have lost my home internet connection and have no idea when I'm going to get it back.Posting from work is going to be spotty at best and I can't bring my reference material with me so until my home connection is restored I'll be concentrating on the playing side..fear not this game will restart as soon as I can do so, just keep an eye on it..I'll bump it ocassionally to keep it active

DM Wellard |

Three doors lead from this hallway..Double doors in the southern wall and the northern part of the Eastern wall and a single door in the suthern part off the Eastern wall.
The doors to the East wall are featureless..The door set in the south wall shows a great pillar,radiating light. It is very similar to the one shown in the bas-relief of this hall.
Layjiani checks each exit and declares them trap free..

Gashelle Smith |

"Aude, we're planning to go back there tomorrow. Let's be sure we try that then.
"East? I'd try the southern-end door first. I suspect the northern-end doors might lead to a hallway or chapel. If so, it seems logical that its south neighbor would open onto servant's quarters, or kitchens, or acolytes' chambers. Which might give us a better perspective on what lies further ahead."

DM Wellard |

This hall is much like the others you have seen, only shorter in length. The large stone bas-reliefs show the turtle-men toiling in workshops to craft various wonders. Weapons, armor, clockwork men, and other, less-recognizable tools are shown in various stages of creation.
I need to know how far Layjiani is ahead of the main body off the party

DM Wellard |

Layjiani moves silently ahead off the rest off you heading for the turn in the passage..she sees no sign off traps but, as she reaches the corner, feels a flagstone sink under her foot.She throws herself back out off the way as a wall slams down across the passageway..seconds later a grinding sound commences and continues until there is the dull thud of ceiling hitting floor
Acrobatics1d20 + 11 ⇒ (18) + 11 = 29

Layjiani |

Phew! Thanks for the great role Wellard. And with rolls like that, I'm sorely tempted to just zip my lip, but, as much as I'm ok with (prefer even) you making all the passive rolls (init,spot,listen,detect, knowledge etc.) for 'Life or Death' rolls I would prefer to roll them myself. Mainly just because, if the roll happened to end up bad, I'd feel better if it was at my hand than if at yours...hope that makes some sense?
Taking a moment to get up, dust herself off and silently thank the Gods of Luck, Layjinai proceeds to investigate the fall and trap, to see if there's anyway to revere it, or perhaps a secret door to move around it (will take a 10 or 20 if possible)

DM Wellard |

point taken Khaladon
A detailed(take 20) search of the floor and walls in the immediate area reveals that there is a hidden switch in the wall off the passageway..the search takes over an hour to complete.The switch causes the walls and the block within them to rise..it seems like a 10' square section off passage is sealed off when the trap activates..Layjiani takes her time to examine the floor(take 20 again)and finds no less than 3 trap triggers which she takes care to disarm fully(again take 20)
You have now been in the complex for perhaps 7 or 8 hours
If anyone wants to do anything else whilst Layjiani spends 3 hours removing this trap feel free..alternativly you could leave the disarming aside and investigate one off the other doors in room 1-5

Layjiani |

Once determining that there are indeed other traps and releases in place but that it will take time to deal with them all properly, Layjiani agrees and heads with her companions to the other passageways, as always, making sure the way is safe for those who come after her.

DM Wellard |

it's still going to take over an hour for Layjiani to determine that the traps exist..I'll assume the rest off you take the time to do stuff like check on the horses, eat and tend to your personal needs..that keeps you together at least
You start with the double doors in the eastern wall off 1-5(map later today)
Stretching before you is a long, rectangular room. The door you’ve opened is in the middle of the 60-foot wide western wall, and you can
see the ceiling 10 feet above you. The floor, walls, and ceiling of this area bristle with row upon row of sharp bronze spikes, each nearly a foot long. The walls bear a simple pattern of repeating boxes with a spike jutting from the center of each one. The area just inside the door is floored in polished marble, different from the plain gray stone elsewhere, and devoid of spikes. Twin paths of veined grey marble lead from the small area where you stand, each following
a serpentine route across the room. The paths are free of spikes.
A skeletal figure garbed in rags lies facedown on the spiked section of floor to the south.