This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Well we might as well let Tweaker and Lucrezia work on the traps. Feel like being nosy Duncan? Do a little magic sweep around the place, but we shoudn't go far since we might need to help if somethign gets summoned.
Andrea perks up at the contract thing. Oooh! Perhaps some blackmail material.
Tweaker unfortunately Lucrecia's is unable to assist. She is there for support and to hand tools. He begins with the mirror. He studies the complex magical trap. He works for twenty seconds on the first trap.
disable mirror:1d20 + 18 ⇒ (9) + 18 = 27
Tweaker hand slips and the trap just narrowly misses being triggered. He has the careful disarm ability.
Male human bard 7/pathfinder savant 2: 64/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5
Orsin follows the others through the attic, silently accompanying the group as Tweaker deals with the testy trap. He gasps quietly and holds his breath as the half-elf slips up the first time.
The main attic and the storage room Andrea is in front of don't show anything magical, it will take 15 minutes per crate that contains paperwork to search for anything interesting. The one thing that is noted the small room that Andrea was looking at is organized better. There are wooden filing cabinets and creates. On quick scan the dates on the items seem to be a few years old and from the last two mayors.
There could be tons of side adventures contained in those crates. I'm not sure, if you want to go down that route at this point. It could be something you come back to after the finding the knot.
John and Lucrezia and Orsin are near the southern door. This is a Private Performance Hall: This room has been half converted into a private theater it appears as if it will take several months of work remain before it can serve as a functional performance hall. There are several tool and construction material in the room, several flask and water buckets can been seen. There is door on the western wall.
Andrea your ruffling of the papers distracts you enough that you do not hear anything but your own heart beat pounding in your chest. You mind slipping between the task at hand and Fiosa and Emily.
Orsin there is not much in the private theater except for construction materials. The tools look like they are good quality, There is a blueprint rendition of the room and the dressing room that is attached. At least that is what the room to the west is labelled as: "Dressing Room"
You can make an appraise check if you want regarding the tools.
Duncan from the doorway you see the the symbol on the floor, the bar mirror Tweaker missed his perception of the trap there/, and the far west wall sparkle and flicker out. You catch a quick glimpse of a tall reddish-bronze colored humanoid with leathery flesh, with a forked tail as it vanishes near the floor symbol. There's a smell of fresh blood in air. You believe you saw a wicked dual headed-flail. There is a large blood spot on the floor. Tweakers tools are laying on the floor nearby but there is no sign of Tweaker.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Everybody get in Here, NOW!
Duncan steps into the room, near to but not on the symbol and describes what he sees to the group.
He casts Detect Magic and Surveys the room (hoping to spot magical auras of invisible creatures.)
Perception1d20 + 6 ⇒ (12) + 6 = 18
So something killed Tweaker and vanished?! If this is true than I am not ready to deal with it. I have the wrong prayers memorized for devil/demon fighting.
Andrea your spell craft doesn't reveal anything to you but you from Duncan's description you understand that that some foul being must have been conjured with the trap.
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Orsin you see the blood on the floor. Duncan and Andrea are staring at the floor, Ducna with a weapon in his thick hands.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
So it was conured by the trap. Either on the floor or mirror Andrea clutches her head. Tweaker dead, a devil on the loose and we still have no idea which mirror it is or even how to use it. We might have to consider crossing this off untilwe know more. We should consider a divination from Alister since he is more available than any of the Asmodaen cleric.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Perception1d20 + 6 ⇒ (17) + 6 = 23 Detect Magic running for 6minutes till I break concentration. By 3rds I know strength and location of every Aura.
Knowledge Arcana: Determine Schools1d20 + 5 ⇒ (11) + 5 = 16 Spellcraft: Magical Items1d20 + 10 ⇒ (9) + 10 = 19
The sneak may still be alive lass. The Aura o magic I'm seeing is real strong. I think the trap summons the devil or whatever took im. I ain't fer leavin a man behind. I say we ready ourselves and trigger the trap an Hit the bastard with all we got. Ye keep us standing and me, John, Orsin and Lucrezia surround it on all sides and kill it.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Thanks lass. Ye should go totally defensive if ye ain't casting and stay out o reach.
If this thing appears in the middle o the circle we need to surround it first, John-north, Orsin-south, Me-east, Lucrezia-west. Everybody pre-cast if ya can and ready an attack.
It'll be flanked on all side an if it moves outta the trap at least 2 of us get a shot as it moves. Say the word if ye don't wanna do this.
Duncan starts to....Wait. The northern attic. Everybody head there, weapons out and stay away from the trap.
Duncan changes his teamwork feat.to shield wall and leads out in front with John.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Duncan is first. AC next to john is 22.
Upon seeing the Devil Before them.
Knowledge: Religion1d20 + 5 ⇒ (13) + 5 = 18 Knowledge DC is 10+CR8. Success. Blood Rever. Back up now.
Duncan will halt in his tracks and and shut the door. Reaver is medium, so doesn't threaten unless he closes. In any case he evokes his judgement (+1 to saves). Devil goes before Duncan.
If he makes his save vs Stunned and closes the door...1d20 + 7 ⇒ (20) + 7 = 27 DOWNSTAIRS. NOW!
Order is fine. Edited my action since John is not here. We need to GTF outta dodge. That's APL+4 monster!!!
LMFAO...I added this to the adventure to spice thing up a bit for Tweaker's trap finding abilities when you were a party of six. I realized this critter is powerful for the group, so that I added a weakening template bringing him to a CR6.
EDIT: I need to reduce its size on the next map, its is medium in size not large. I didn't adjust the token when I dropped it on the board.
You know a Blood Devil is dangerous protectors of the planes of Hell. They function as guardians searching for plane jumpers and those mortals who dare to step in Hell. The only mortal who deserves to pleasures of Hell are those who's corruption earned them the distinction. It is apparent to you that Tweaker screwed up the summoning gate and a protector came through to bring its justice.
Their skin bleeds and they have a deadly aura that radiates causing those who dare to battle it to potentially bleed every few seconds. They are spell resistant and either immune or resistant to many forms of energy, fire, acid, cold.
what you see of it, it does look sick and bit weaker than what you have studied.