Istar's Trial

Istar Valerys , seeing that the room she was to undertake her 'trials' in was nearly pitch-dark , briefly whispered a prayer to Corellon as she withdrew one of the three moonrods from her pack and struck it against the back of her hand. "This had better not be someone's crypt," she muttered to herself as she began to survey the room. Along with killing fellow Elves or sowing chaos , raiding another's tomb was the sort of task she'd have the most aversion to carrying out.
 
Before you strike your moonrod, you notice the air is still and quiet, and slightly cool. As if you are underground.

The soft light from the rod, while for human eyes would barely illuminate the room, it allows your elven eyes a clear as distinct view of your new surroundings.

You stand roughly in the center of the room, the floors, walls, and domed ceiling are all of carved stone blocks. The room is about five strides (25 FT) extending in front of (North) and behind(South) you and about four strides (20 FT) to your right (East) and left (West).

Just in front of you there is a well set into the floor, the bucket to draw water is missing, and sitting on the edge of well is a jar. On the wall in front of you there is a wooden door, looking around you see a second wooden door behind you. Scattered about the room you notice discarded weapons of various makes and types, all of them while still unable are in a rusted and neglected state.
Sitting near the door behind you is a bucket.

The last you notice is a the carving on the wall to your left, it depicts:
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Istar was quite struck by the odd nature of the abandoned weapons. It seemed all the stranger that so many weapons would be there without a single corpse to explain their scattered presence , but after a moment she refocused her mind on the task at hand. The well she ignored , even after she located the bucket that assuredly corresponded to it. The carving to her left was , in her mind , quite beautiful , and whoever had crafted it must have been an expert stone-carver. The fact that such a masterful stone carving should reside in a largely bare , likely subterranean utility room only added to the surreal feeling it gave her. "What happened here?" , she wondered aloud.

After a moment she decided to walk towards the door to the north of her , carefully investigating it. The fact that there were two doors , and the general surreal nature of the room itself , made her think one of then had to be trapped. As she did this her free right hand hovered above her treasured sword , ready to draw it in an instant should she require.
 
As you glanced at the bucket the dark dull uneven shapes of coal appear.

You approach the door, it appears to be a solidly made door, in good repair. You notice the door does have an iron pull ring set just below a lock.
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Roll a perception check to check for traps.
 
Istar studied the wooden door intently , carefully (yet inexpertly) looking over every inch of it for anything she could consider a trap.

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Perception : Roll(1d20)+3:11+3 Total:14
 
To your eyes it appears to be a regular, if well maintained, door. But you are unable to tell whether it is or is not trapped.
 
Unable to detect any traps , Istar gently gripped the iron ring , tentatively pulling it towards her. As she did so she was alert for any sign that a trap had been sprung , her body tense abd ready to react.
 
Istar backed away from the door , breathing more heavily than she should have , and smiling in rather a nervous fashion. "I suppose I'll try the other door then." Still as tense as before , she strode over to the south door. Once again she very carefully looked it over for traps.

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Perception : Roll(1d20)+3:7+3 Total:10
 
As you approach the door, your attention focused on the door itself, you step down and feel something odd. Like the floor just gave way beneath your foot. But your foot doesn't stop moving down, it continues further then it should be able to.
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Make a reflex save roll
 
Istar felt the floor give way beneath her rather suddenly , to her credit managing to avoid yelping with surprise , though her facial features belied her shock. Despite this she quickly tried to save herself , by whichever means happened to be available to her.
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Reflex save : Roll(1d20)+8:2+8 Total:10
 
You reach out and scramble to try and grab hold of something, anything to stop your fall. The stone edge of the floor slips out of your grasp and in two heartbeats you slam into stone floor of the pit.

Once you recover your senses you look to see the top of the pit is about four elves (20 FT) above you.
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Falling damage Roll(2d6): 4+6 Total:10
 
Istar grimaced as she hit the ground , but as the fall didn't greatly harm her she was swiftly back to her feet. To her , of course , the solution to her issue make itself apparent rather quickly - though enacting it proved much more difficult. Far from an expert climber , several times she lost her hold and had to scramble to save herself from falling to the floor once again - not to mention it was difficult for her untrained eye to locate suitable footing. Eventually she managed to heave herself over the floor's edge. "I need to get better at locating traps.." Once again she strode to the south door , this time stepping cautiously instead of focusing solely on the door. Just as she had the north door , Istar murmured a prayer to Corellon before scrutinizing the wooden and metal surface for traps.

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Climb:Taking 20 (5 minutes elapse)
Perception:Roll(1d20)+3:20+3 Total:23
 
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After your struggle to climb out of the pit, you reach to the floor again.

Carefully avoiding the gaping hole in front of the door, so you do not fall in again, you inspect the door.

It appears to be a wooden door with iron banding on the hinges and on the pull ring. You do not see any signs of a lock, or traps as far as you can tell.
 
Once again , Istar was unable to detect any traps. "Hopefully this just means there aren't any traps!" , she nervously externalized. Carefully she gripped the ring with her right hand (which was , unfortunately , necessitated by her position to the left of the pit) and slowly , carefully drew it open. Assuming it too was not locked , that is. 'But how could it possibly be locked without any visible mechanism to lock it?'
 
You grasp the cold iron ring in your hand and pull.

But the door does not move, your slow and careful pull does not have the strength to open it. It feels as though the door is stuck, possibly due to age and swelling or something else, but it does not budge.
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Roll a strength check
 
Istar grimaced when the door failed to move , likely due to the door being warped or corroded with age , just as the discarded weapons were. Taking a calming breath , she renewed her efforts to pry open the door with increased strength.

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Strength:Roll(1d20)+3:10+3 Total:13
 
With a focused heave, throwing your bodyweight into it the door pops free with a loud crack! The echo reverberates throughout the chamber and down a passage you not entered yet.

If anything is alive in the area, it could be aware of your presence now.

Now free of the door frame, the door swings easily, although a minor creaking and high pitch squeal sing out as it moves.

The light from your dropped moon rod fills the passage in front of you, letting you see that it extends about 7 strides(35 feet) ahead(south) before turning to the left(east). The passage has the same construction as the room, worked stone blocks make up the floor, walls, and curved roof.
 
Istar winced as the thunderous crack assaulted her ears , knowing full well that it was loud enough to be heard in a very large area. Not allowing this to daunt her , she collected her moon rod in her left hand , drew her well-treasured sword with her right , and cautiously walk along the pathway. Should nothing of interest or danger present itself , she would stop at the corner and carefully peer around it.
 
You look around the corner to see the passage turn to the left and continue for two strides(10 feet) before turning to the left (North).
 
Istar continued along the pathway , somewhat surprised by the lack of creatures. "Is there anything still alive here? Was this place sealed off at some point , and something horrible happened then?" Externalizing her thoughts , she would be less alert than she had previously been , though far from absent-minded. Once again , should nothing be of interest or danger , she would continue on until the turn , where she would cautiously stop to peer around the corner.
 
You take the two strides to the corner quickly enough and look around it to see the passage continues two more strides then turns to the right(East).
 
Once again encountering no creatures or traps , Istar continued along the hall , with the same halt at the corner she had been practicing. However the odd nature of the short , sharply turning pathways did cause a thought to form in her mind (and , as was customary for her , on her lips). "Is this place some sort of maze?"
 
As you turn with the corridor you see it become a T-intersection. The passage opens to the right and left (south and North)

To the right(South) you see the passage goes for about four strides (20 feet)before turning to the right(west).

To the left it extends for about 12-13 strides (55-65 feet), which thanks to your elven eyes you are able to see the farthest end. Which looks like another T-intersection. But before that you can see two openings on the far right side(east) of the passage.
 

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