Quoted By:
When you <span class="mu-i">finally</span> make it to the top of the staircase- you are greeted by a grand door.
The <span class="mu-s">Grand Entrance</span> to the Wizard's abode is carved into the mountain itself; with huge emerald gems carved and pressed into the rock. The <span class="mu-i">Dwarves</span> of the party gawk in amazement at the size and quality of these cuts. The only place in the world close to this level of opulence and majesty would be the great dwarven mountain halls... and not by much.
This foyer is quite big- and seems perfect for admitting a large group of guests. But... did the Wizard really expect people to climb that staircase just to get up here, one at a time, with no horses or other animals? It's all very strange- seems to be exactly something a Wizard would do. Thankfully, there is a nearby <span class="mu-i">fountain</span> of fresh mineral water nearby to sate your thirsty tongues. If you drink from the fountain, much needed from the long climb. If you drink, you will be cured of the <span class="mu-i">Exhausted</span> status effect.
While the Wizard seems to have a great entrance hall- he doesn't seem to want guests. The party notices the locks on the door, hastily bolted and tied on. Talon especially notices how sloppy and basic they are; not something to keep out any experienced thief. Maybe it was done in a hurry? More pressing are the strange <span class="mu-i">shafts of light</span> arrayed around the room on the approach to the door.
You'll need to get the door open if you want to go further. To <span class="mu-s">Approach</span> the door, you must first make a <span class="mu-i">Hazard</span> Roll to avoid the lightbeams. If you fail, you will trigger whatever they are tied to. Only characters who have <span class="mu-i">successfully approached the door</span> may roll or modify the rolls of the options below- but with some whispered discussion- the <span class="mu-i">Gnomes</span> in the party figure they can turn invisible and as such can cross the beams <span class="mu-i">without a roll</span>.
<span class="mu-s">Great Green Door</span>
Weak Locks x2
>Pick (Easy Skill Roll)
>Break (Combat Roll > 7)
Great Lock
>Pick (Hard Skill Roll)
Emerald Lenses x2
>Seal with Magic (Chorus 3)
>Pry Loose (Dwarf Only)