Pathfinder 1E Leif's Whirtlestaff's Wizards' Academy, Reprise [Pfdr] [IC 04]

OOC: Glad the castle is back!


Capizzio manages to disable one trap, but then he decides to avoid the rest by using the secret passage. When you look to the south after going through the last secret door, you can just make out the edge of the stone block that fell on poor Manny blocking the passage. There are no traps in the passage to the west or on the stairs.

Wistfully looking back, Cappizzio salute with his sword to his friend's final resting place. He lingers a bit more and then moves on.
 

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Tylara moves on with the others after a wistful glance at Manny's tomb. Her icy demeanor returns and she urges the others forward gruffly.
 



The Vault of Larin Karr

The three intrepid wizards give a wistful nod to the final resting place of their diminutive companion and move westward along the passage, They reach the broad flight of stairs without incident, and proceeding with caution, begin their ascent. The stairs end at a narrow landing which opens directly into a room thirty feet N-S by forty feet E-W, they are entering in the middle of the east wall. Directly across the room in the middle of the west wall is an iron door. In the center of the room, a ten-foot diameter circle has been painted red. The room is otherwise empty.
 

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In the center of the room, a ten-foot diameter circle has been painted red. The room is otherwise empty.

"No way this looks suspicious. Nope, Not at all." Whispers Cappizzio. "Kerlan, I thik I should check around the circle, look for traps and see if it is magic. sound good?" He concentrates and looks with his inner sight to see if it is magical in the area of the circle.

Detect Magic on spots AO - AP, 53-54
 

The Vault of Larin Karr

Capizzio finds no traps around or in the circle. The whole circle does give off emanations of magical energy, however it is not active magical energy, but more like a V8 engine idling. It is Conjuration magic.
 


The Vault of Larin Karr

Kerlan finds no secret doors anywhere in the room. The door is inscribed with six faintly glowing rune images, as follows:

1. A brightly burning flame
2. A pair of devil horns
3. A curled snake
4. A skull
5. A sword across a chest
6. A heart

Kerlan finds that waving his hand over a rune without actually touching it causes the rune to glow brighter for a moment. Kerlan also finds that the "door" does not seem to be a real door at all -- it has no hinges.
 

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