Dungeon Adventure Path: Life's Bazaar

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OOC: The marching order, then, is Sando, Carrach, Vorik, Rothgar, Lia, Qoll.

The staircase descends another twenty feet before opening into a room. From this landing, you can hear strange sounds form the chamber below—birds chirping, leaves rustling, and children giggling. The landing itself is bare save for an empty torch sconce mounted on the south wall.
 

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Sando winks at his friends and Carrach then decends the stairs. still in stealth mode.
OOC: Due to the Gnomish influence here Sando is on alert for anything that will show something as an illusion.
 

Sando: The staircase opens up into a large square room with a ten foot high ceiling. A slight draft blows into the room from an open passage in the far wall.

Two circular doors, shaped like gears and roughly four feet in diameter, are set into the middle of the southern wall (to your left). Each door is made of wood and framed with a ring of mortared stones. The westernmost door is closed and inscribed with the gnome glyph "J" and the easternmost door is inscribed with the glyph for "A." The latter seems to be stuck in a half-open position. You can see exposed iron gear teeth around the doorway and dim light spills into the room from the chambers beyond.

Twelve tarnished copper masks hang from the walls of the room, roughly four feet off the ground. Each mask is about two feet tall and depicts the visage of a smiling gnome. The soft giggling, chirping, and rustling noises seem to pour out of the walls of this room.

Everyone: As you start to move forward into the room, you can hear a slight click, a sudden gasp, and the sound of stone scraping against stone.

Turning around, you can see Qoll pound on the wall a couple times. "It's Lia—she must have triggered some sort of trap. She was leaning against the wall, and then she was gone. She must have tripped something here..." He looks at the wall, puzzled.
 

Sando ignores the doors for a moment and looks at the masks. He will examine the 9th mask doing things like poking the mouth and eys sockets with a small piece of wood (to see if there are any triggers) he will also say the word/sound "J" to it. (J being the 9th letter of the alphabet)
 
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"Whaaa"

Vorik will advance towards Lia to see whats happening.

He will search for mechanisms in the area to see if the wall can be "reopened."
 

Sando: The masks line the walls of the room. You start counting from the mask just to your right and work your way around the room until you hit the ninth mask. As you move towards it, the mouth of the seventh mask (which is just to the left of the tunnel opposite the stairwell) starts to move, saying in Common:

Welcome to Jzadirune—behold the wonder!
But beware, ye who seek to plunder.
Traps abound, and guardians peer
Beyond every portal, behind every gear.


Vorik: Searching the area, you find a rusty torch sconce that looks suspiciously loose. It looks like it'll turn both clockwise and counter-clockwise.
 


gordonknox said:
To Sando:

"Sando (in a low voice) have you ever seen a torch holder like this? It looks like it moves..."

v
"I wouldn't touch that with out my checking it first. We can't afford to loose any more of us." Sando replies. He will check the torch for traps and then see if he can work it if there are no traps.
 

Sando: You're positive it's a trap. After a few minutes of fuddling, you think you've managed to disarm it. Turning it counter-clockwise should release the secret door, freeing Lia.
 

Kajamba Lion said:
Sando: You're positive it's a trap. After a few minutes of fuddling, you think you've managed to disarm it. Turning it counter-clockwise should release the secret door, freeing Lia.

Ragnor growls and asks "gods, do you little one's have to put traps at every step?"
 

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