GM Wolfspirit |
Illuthion strikes true and the silver dagger sinks deeply into the imp's hide. It hisses at the elf, still muttering curses.
The summoned eagle zooms in, yet misses the devil.
Imp Will save: 1d20 + 4 ⇒ (3) + 4 = 7
Daraquax's Command, however, appears to have sunk in, as he mutters, "Kreuvus, get on the ground. Yes, Mistress, yes!"
Next up: <Anelara>.
<= ! -- means you're up!
Goodies:
- < n / a>
Baddies:
- <Shaken, Command’ed>
Active Global Conditions: None.
Round 2:
- Kiri: Looting, Readying
- Mekhu: Found it! Oh, wait.
- Jane: Making the bed
- Kreuvus (NPC)
- Illuthion: Silver attack
- Anelara <= !
- Daraquax Oh look, an eagle!
Anelara Findaelyra |
Anelara listens to the events in the other room. She nods to Zarta as she sweaps up the two jars and hurries after her teammates, pocketing the blotting sand. She stops in between Kiri and Illuthion. "Let's see you try that again." She prepares to blow glitter onto the imp if he attempts to disappear again.
Readied action to manually glitter dust the imp
GM Wolfspirit |
The imp is surrounded, Commanded, and Shaken but not entirely out of the fight yet.
Next up: <Kiri, Mekhu, Jane>
<= ! -- means you're up!
Goodies:
- < n / a>
Baddies:
- <Shaken, Command’ed>
Active Global Conditions: None.
Round 3:
- Kiri: <= ![/b]
- Mekhu: <= ![/b]
- Jane: <= ![/b]
- Kreuvus (NPC)
- Illuthion:
- Anelara
- Daraquax Oh look, an eagle!
Jane Doe? |
Jane stands ready with the bedsheet.
"Drop the box now, little fiend, before we have to get more aggressive."
Readying an action to throw the sheet over its square if it goes invisible again.
Mekhu Inebni |
The imp reappears across the room from Mekhu. Seeing his colleagues move in towards the imp he strides across the room, sword in hand. Approaching the imp he thrusts at it with his blade, trying to force the creature towards Illuthion's silvered dagger.
Move Action to move through Kiri's space (excuse me please!) and to the space directly to the right of the imp (assuming there's enough space next to the furniture) trying to avoid provoking AoO. Standard Action to Aid Another for Illuthion's next attack.
Aid Another (AC 10) vs prone target (-4 AC): 1d20 + 2 ⇒ (9) + 2 = 11
Daraquax |
It seems to be getting rather crowded around the imp, I doubt he'll be getting out of this one.
Kiri Frostbrand |
Kiri, seeing her companions surrounding the creature, exposes herself briefly to attack as she squeezes into the corner, then attacks the devil with her silver weapon.
acrobatics: 1d20 ⇒ 3
cat-o-9 tails atk: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 3 ⇒ (4) + 3 = 7
GM Wolfspirit |
Kreuvus is about to have a bad day. Under the Command and with several impending readied actions / opportunity attacks there's little hope, though he might Sting Kiri once from her failed Acrobatics. I'll sort out all the opportunity attacks / readied actions tonight into a coherent fashion... if you're part of the melee and intentionally wouldn't want to take your AOO let me know.
Anelara Findaelyra |
The only weapon I have right now is body glitter. And while Kreuvus may die of embarrassment, I think I'll have to take that chance
GM Wolfspirit |
Kreuvus lashes out at Kiri with his tail as she bumbles by
Sting: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Unfortunately his heart (and apparently stinger) weren't in it, as he barely misses.
Things go from bad to worse as he follows Daraquax's command, provoking from the swarm of Pathfinders.
Kiri Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Illuthion Attack: 1d20 + 3 + 1 + 2 ⇒ (15) + 3 + 1 + 2 = 21
Osoko Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Illuthion's attack strikes true
Illuthion damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
before glitterdust and sheets reveal and entangle him.
From under the sheets you hear a resigned, muffled voice, "Yes, yes, you’ve bested me, but I don’t wish to return to Hell quite so soon! Take the blasted box, and tell Mistress Dralneen I deserve what comes my way.” Weakly it holds up the box in his taloned fingers.
In the study, you can see that the Paracountess has craned her neck to watch the action unfold, eyes alight in amusement. "Well done, that was absolutely delightful."
Illuthion Cinderrain |
Illuthion grabs the box, shooting the bested imp a disgusted look. He shakes his head, air catching in his throat as he suddenly decides against saying anything. He then walks back over to Zarta Dralneen and gingerly places the "letter opener" back down. Licking his lips once or twice, he searches for words. When none come, he just sighs and states with a mixture of disgust, disdain and resignation: "Want us to take this back to Vee Cee Valsin? Or you have another devil waiting to do that?"
Mekhu Inebni |
Impressed by the adaptability and resourcefulness of his fellow Pathfinders, Mekhu slides his sword back into it's scabbard with a quiet rasp.
"The use of the bed sheet and the glitter was inspired," he says to Fin and Jane, as he sees Illuthion approach the Paracountess with the box.
He needs to watch his tongue, thinks Mekhu as Illuthion makes his low opinion of the Paracountess clear, or he's going to find himself scrubbing latrines at the Grand Lodge for the rest of his career.
Daraquax |
"It's good to see you've come to your senses," Daraquax says to the glittery imp lying on the ground.
"Oksoko, return." The eagle's beak seems to curl into a wry smile, his adversary bested, as he flies back onto his page in the book.
"I agree Mekhu, you two were great! And our stabby elven friends were none the worse, either. We make this look easy!", she says with glee.
I wonder what's making Illuthion so angry, he was so cool back there. Oh well, maybe he had a rough morning.
Daraquax proceeds to reorganize her equipment obsessively while waiting for Ms. Dralneen's response with anticipation.
GM Wolfspirit |
"Want us to take this back to Vee Cee Valsin? Or you have another devil waiting to do that?"
She gives a small amused laugh at Illuthion's barely hidden disrespect and slowly traces a long manicured fingernail along the hilt of the dagger. "Oh, would you be a dear and deliver that trinket to Valsin? That was what you came here to do in the first place? Or was it not? Either way, the Letter Opener you may borrow, if you promise return it later after your duties for Valsin are complete and you have more... free time." She gives a seductive smile "At least a night of free time, I would say" her meaning clear.
Turning to the rest of the group, "Overall, a truly marvelous performance. I'm sure you all will make absolutely delightful additions to the Pathfinder ranks."
You can talk with Zarta a bit more, or you plan your next move. If two people propose a place to go next, we'll move there.
Anelara Findaelyra |
Anelara sets the jar of blotting sand and the empty glitter jar back on the desk. "Thank you Mistress Dralneen."
She turns to her teammates, "Thanks, I know I'm not the swordsman that Kiri is, but I had to do something to help."
Turning back to Mistress Zarta, "Is there anything we can do to help clean up in there?"
Daraquax |
Daraquax interjects, "I'd love to help clean up, but we really should get moving, our schedule's still pretty full, Fin. Sorry Ms. Dralneen, Mr. Valsin gave us a real laundry list today!"
She looks over the assignment sheet again, and says, "If we go meet Mr. Salhar next, we can move up into the Wise Quarter, then when that's done we could move south into Ascendant Court to meet Mr. Zadrian, and head on towards Mr. Karela at the Pickled Imp. Hee hee, imps. We'd probably make best time this way. Unless someone else wants to stop somewhere particular, of course!"
Jane Doe? |
"I've barely figured out my way around the Grand Lodge, never mind the whole city. If you say that's fastest, I'm on board."
Jane spares a few moments to replace the sheet with Mage Hand, as well a some of the other items on the floor.
Kiri Frostbrand |
Kiri looks at the imp on the floor for a moment, unsure if she should finish it off. Finally, she sheathes her scimitar.
"You were of little use there," she says to the blade at her waist.
As the others discuss the next task, she says "The more quickly we complete the tasks, the better." There is not a trace of warmth or emotion in her voice.
GM Wolfspirit |
Just to be clear, that's one vote for the Wise Quarter / Salhar. If there aren't any objections, that's the way you'll be going; I'll update tonight.
Mekhu Inebni |
"I concur. We have much to do for the Venture-Captain, and little time in which to do it. My thanks, Paracountess. And my apologies for the mess." Mekhu steps around the prone form of the imp, and moves out of the dishevelled bedroom.
Anelara Findaelyra |
"Very well, we should be on our way." Anelara looks sadly at the wall beside the chaise. Never did get to see what was in there. Ah well.
She turns and curtsies to the Paracountess. "Thank you for your time. Perhaps we will get a chance to talk some other time."
GM Wolfspirit |
After bidding your leave from the Paracountess, you make your way to the rich estate of Grand Councilmember Dremdhet Salhar, and are met by a turbaned servant who bows low, and tells the group "A thousand apologies, but Master Salhar is not present, called away on important Council business. However, he saw to this eventuality, and his most trusted adviser is available to negotiate any business you may require."
You are brought into the study of a tan-skinned old man who sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As the group approaches the open door, the wise sage silently gestures everyone into the study with one thin hand, while closing the tome with the other once finished with what he was reading. Once everyone has entered the study, he addresses the group.
“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, and sometime advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions? First, tell me, what do you know of the reopening of Osirion?" His eyes appear to be deep pools of wisdom as he leans back behind his desk. Whatever the years have taken from his body, they've clearly left his mind sharper than ever.
Illuthion Cinderrain |
Illuthion shrugs, his mind clearly on other things. Am I the only one who saw through that b$@!@&** the Paracountess engineered? he thinks acridly as he thumbs the ball of the "letter opener"'s hilt. It's like they are OK with anything that could happen to them as long as a Vee Cee has put their stamp of approval on it. He passes a hand through his hair in exasperation, and vows to broach the topic as soon as they are alone. Which means humoring the old man.
"I'm sorry ... Uhm... Mister Amenophus, my mind was ... Anyway. Osirion? Place opened up to the outside world like a bloom once the Keleshites were shown the door, so to speak. Not that long ago either, what was it ... 4610 AR? I remember it was about the same time Aroden died. If gods can die. Since then, I hear there's been a demand for explorers and archaeologists in the country, since much of the remnants of it's golden age and the advances they made disappeared. Truth be told, I would love to go there: Some of the meta-planar stuff found there is so specific to the region, it's unlike any other ancient civilization."
GM Wolfspirit |
Forgot to add, you can use outside resources or make a relevant knowledge check such as Knowledge History, Knowledge Geography, or possibly Knowledge Religion or the like if you could use some prompting. Illuthion made a good start.
GM Wolfspirit |
Anelara Findaelyra |
Knowledge (history): 1d20 + 10 ⇒ (7) + 10 = 17
Knowledge (geography): 1d20 + 6 ⇒ (4) + 6 = 10
Knowledge (religion): 1d20 + 6 ⇒ (8) + 6 = 14
"Um, I believe it was 4707, by Prince Khamet. If I am remembering correctly. It had been a part of Qadira before that. They claim that the ancient Osirian gods lived among them and that their treasures and arcane formulas might still be found."
Jane Doe? |
History: 1d20 + 10 ⇒ (7) + 10 = 17
Jane seems to remember more about Osiriani independence than getting around Absalom. It's even possible she was there at the time. Who can say? She spends a few moments lost in thought considering the possibility while the others recount information.
She mulls over the man's headwear briefly as well. A turban might help disguise her unusual skull. Then again, an elven woman with a turban isn't exactly subtle either.
"So your Master is considering granting the Society permission to excavate his family's tomb. If I might be so bold, what does he expect to receive in return?"
Mekhu Inebni |
"Tahiata, wahidat takrim." Mekhu inclines his head respectfully at Amenophenus, a figure he has long admired. "Bal hu sharaf eazim li 'an 'altaqi bikum."
Mekhu continues in Taldane, not wanting to appear rude by excluding non-Osiriani speakers from the discussion.
Knowledge (History) + Inspiration (free): 1d20 + 7 + 1d6 ⇒ (2) + 7 + (4) = 13
Knowledge (Religion) + Inspiration (free): 1d20 + 7 + 1d6 ⇒ (1) + 7 + (3) = 11
"It is not a topic I am comfortable speaking about, honoured one.
GM Wolfspirit |
To Mekhu, he gives a warm smile, returning the greeting with his own, which translated, is "The privilege of this meeting lies with me. May you find comfort and plenty within this house."
He bobs his head in agreement with Illuthion and Anelara. "Quite right. There has been much demand for explorers and archaeologists since Prince Khemet vanquished the Keleshites and opened Osirion's borders a decade ago. Since then, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendants of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet."
"So your Master is considering granting the Society permission to excavate his family's tomb. If I might be so bold, what does he expect to receive in return?"
He nods, "There is always a price in such things, yes?" Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. He is eager to reconnect with his own heritage and believes that the Pathfinder Society with treat it with the respect such a hallowed place deserves. But first to prove that Society's representatives have the appropriate skills and subtlety required of such a task, he has merely asked that you retrieve the map of the vaults from his own vault here." As he gestures with a frail hand towards the floor of the manor, the Sapphire Sage’s eyes twinkle as he smirks knowingly. "A servant will lead you to there, if you are ready."
You can talk to him a bit further, or head to the Vault. You get the feeling that he isn't going to tell you much more beyond what he's said about the Vault.
Daraquax |
Really, Osirion is one of the few places I don't know at all... Hmm, maybe I should schedule my next vacation there. We're supposed to make a good impression here, so I should probably stick to business... I certainly wasn't expecting the Sapphire Sage, though!
"Thank you Mr. Amenopheous, for your kindness. I'm certain that you'll be pleased with our efforts! And, as a personal addendum, let it be known that I've never willingly desecrated any hallowed ground in my 101 years of life."
GM Wolfspirit |
Amenopheous nods to the gnome. "I trust that you continue your reverence to the departed and the wealth of history they may have beyond the wealth their sale may bring."
Once you've exhausted your questions, he returns to his book as if you were never there.
The same turbaned servant leads you down a flight of stairs to the vault. Once within the room, he shuts the door... though a few moments later you hear an ominous <click> as the door locks behind you. Written on the back of the door is the message: “Within these cases lies your quest and your way out.”
Surveying the plain stone room you are in, you can see it contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a chest of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.
Puzzle time! To investigate or examine one of the chests, you may first make the appropriate check to learn more about it.
Wicker Basket
This 2-foot round wicker basket has a lid gently resting atop its wide rim
Glass Jar
This gallon-sized clear glass jar is about half full with clear liquid. At the bottom of the vessel sits a jeweled brass key.
Copper Banded Chest
This Wooden Chest has large bands of copper tracing it.
Red Lacquered Chest
This smooth, red lacquered chest looks devious. The solid metal plate surrounding the gaping keyhole pulses with glowing amber runes.
Steel Chest
This steel cube has only the faintest crack where its lid meets the base, and would be completely featureless save for its narrow keyhole.
Mekhu Inebni |
Mekhu follows the servant down to the vault with the others. The audible click of the lock comes as no surprise. "Don't worry, this is quite common in Osirion as a training tool. Nothing focuses the mind like being trapped in a dark vault with no easy way out. At least there are no mummies in here with us."
Mekhu moves into the room, and begins to examine the array of containers.
Perception (wicker basket): 1d20 + 5 ⇒ (16) + 5 = 21
Perception (glass jar): 1d20 + 5 ⇒ (8) + 5 = 13
Perception (red lacquered chest): 1d20 + 5 ⇒ (14) + 5 = 19
Perception (steel chest): 1d20 + 5 ⇒ (18) + 5 = 23
Will save vs copper banded chest: 1d20 + 4 ⇒ (13) + 4 = 17
"I can find nothing unusual about the glass jar. However, the other containers all have noteworthy features. Firstly, the hissing noise coming from the wicker basket leads me to believe that some manner of snake is trapped inside, likely poisonous. Secondly. This wooden chest is not really a chest at all," Mekhu states, moving his hand through the outline of the chest as though it wasn't there.
"Thirdly, the runes on this red chest are nonsense. It is made to appear trapped, but it is in fact perfectly safe. And lastly, this still chest. This chest is actually trapped, with some manner of magic, though I am unable to determine what the trap might actually do."
Daraquax |
"This kind of thing must be your bread and butter! If only I would be so lucky to have you around the next time I'm locked in an ancient vault. Now, let me take a look at all this stuff; always better to have a second set of eyes!"
Perception (Wicker Basket):: 1d20 + 3 ⇒ (10) + 3 = 13
Perception (Glass Jar):: 1d20 + 3 ⇒ (9) + 3 = 12
Perception (Red Chest):: 1d20 + 3 ⇒ (19) + 3 = 22
Perception (Steel Chest):: 1d20 + 3 ⇒ (16) + 3 = 19
Will vs. Wood/Copper Chest:: 1d20 + 3 ⇒ (11) + 3 = 14
"Yep, you're right about everything. Those fake runes are actually really well done, don't know how I didn't see through them sooner. Not entirely sure what the significance of the illusory chest and glass of water are, though. Let me cross reference!"
Daraquax starts to go through her book again, just in case there might be some hint to the current situation.
"Might take a while, in the meantime, I'd suggest opening the red chest. It should be safe, disregarding any eventual mundane traps!"
GM Wolfspirit |
Here's a run down of the chest observations so far:
Wicker: Not locked. Has a lid on the top that can be opened. Probably has a snake inside.
Glass Jar: Not locked. Optimistically half full with a clear liquid. Has a key at the bottom.
Red Chest: Locked. Not trapped.
Steel Chest: Locked. Has a Magical trap.
Copper Banded Chest: Illusion.
Illuthion Cinderrain |
Perception:Wicker Basket: 1d20 + 6 ⇒ (2) + 6 = 8
Perception:Glass Jar: 1d20 + 6 ⇒ (8) + 6 = 14
Perception:Red Chest: 1d20 + 6 ⇒ (3) + 6 = 9
Perception:Steel Chest: 1d20 + 6 ⇒ (11) + 6 = 17
Will vs Illusion (Banded chest): 1d20 + 2 ⇒ (6) + 2 = 8
"This is an illusion? Huh. Can't make it out, your senses are pretty damn good Mekhu." states Illuthion, after taking a moment to inspect all the items set in the room. Having done so he moves back to the red box and crouches down before it, pursing his lips thoughtfully as he looks at the filligreed runes. "Well at least Amenophus was pretty straightforward about what his master wants. It doesn't make a whole lot of sense, but I can wrap my head around that. Can't say the same about the Dralneen woman." He looks up at his fellow agents, frowning. "Why did you all look at me like I was some sort of freak for having the balls to call her out on that b!%#*@ she flung in our faces? She engineered the whole thing, just to see what would happen. One of us could have been hurt in those games shes played with us; what, was I supposed to smile and ask for some more? I don't work that way, and neither should you. We're the results of three years of careful training by some of the world's best; some of us probably even left lives of even higher scholarly pursuits to join the Society. So I don't accept underhanded tests to see if I can hold my own." he finishes, now bristling. He shakes his head as if to clear it as he rises back up. "Anyway. There's a key in blatant view of all of us. You say they run similar tests in Osirion? Are they lethal?" he asks as he moves towards the glass jar to grab it, and he begins tilting it to the side, seemingly to pour the liquid out away far from the other agents.
Anelara Findaelyra |
Perception (Wicker basket): 1d20 + 8 ⇒ (10) + 8 = 18
Perception (Glass jar): 1d20 + 8 ⇒ (14) + 8 = 22
Perception (Red chest): 1d20 + 8 ⇒ (5) + 8 = 13
Perception (Steel chest): 1d20 + 8 ⇒ (5) + 8 = 13
Will Save vs. Copper chest: 1d20 + 4 ⇒ (11) + 4 = 15
"Be careful, the stuff in that jar looks like it may actually be an acid. I'd guess that key probably opens one of the chests. If not both."
Anelara turns to Mekhu. "I think one of is will need to try to take care of the trap on that steel chest. Would you like first crack?"
Mekhu Inebni |
"I understand your frustration Illuthion," Mekhu replies, "but I do not believe it is our place to 'call out' senior Venture-Captains like the Paracountess. I was equally displeased with her actions, but I feel that we are not yet in a position to do anything about it. We can bring it up with Venture-Captain Valsin on our return."
Mekhu turns to Fin, and inclines his head in gesture of respectful acknowledgement. "How can you tell it is acid? I had no clue. Is there a smell that my human nose cannot discern?"
He pauses, looking intently at the steel chest, and pulls out a roll of tools from a small bag hanging from his belt. Kneeling before the chest, Mekhu unrolls his tool kit, revealing a vast array of picks, pry bars, files and probes.
"I'm happy to attempt to open it, if you'd be kind enough to assist Fin? Is anyone able to discern anything about the magic of the trap before I try to disarm it? It would be nice to know what we're facing so that we can be properly prepared."
Daraquax |
"I'm so sorry, Illuthion, I'm sure none of us intended to make you feel bad or single you out. It's just, I don't see any difference from what Ms. Dralneen did with what we're doing now, nor with most any of the other training exercises I've been through. You may take issue with her manipulating us, but here we are, in a similarly dangerous situation. That jar of acid didn't fill itself, you know. Thanks by the way, Fin, second time today you've noticed something lifesaving!"
Daraquax closes her book with a soft thump, adding, "Sure, Ms. Dralneen could have just given us the box, but I appreciate that she takes it upon herself to test fresh Pathfinders personally, even if she does have a little too much fun for her own good," Daraquax smiles.
"Anyway, we don't have to agree; diversity of opinion is part of what makes the Society so great! Oh, and Mekhu, no, I'm not versed in the study of magical auras. If it had some honest magical runes on it, that would be another story! I'll trust your familiarity with such trials, here, will suffice."
Illuthion Cinderrain |
"Maybe. But I sort of see Salhar's point here, especially since Osirion is fall rich in ancient relics and deadly wards. Dralneen's ... test, just felt like an underhanded attempt to gauge us, not to mention very dangerous. I'll take my chance with acids over devils any day." he opines as he gently pours what he now knows is acid away from the others.
Anelara Findaelyra |
Anelara takes off her backpack and sets it down a few feet from Mekhu. As she rummages through it she looks disdainfully at the overly petulant half-elf.
"Some of what we do is dangerous, like the traps in this room, but we also must face dangers of other kinds, like the imp. None of us were injured and it did gauge how we might have to think on our feet."
She pulls a similar roll of tools from her bag and gets ready to assist Mekhu. "Ready when you are."
Aid Another to Disable Device: 1d20 + 7 ⇒ (9) + 7 = 16
GM Wolfspirit |
Keys: Jeweled Key.
Wicker: Not locked. Has a lid on the top that can be opened. Probably has a snake inside.
Red Chest: Locked. Not trapped.
Steel Chest: Locked. Has a Magical trap.
Exit Door: Locked
Copper Banded Chest: Illusion.
Glass Jar: Not locked. No longer filled with acid.
You successfully Disable the trap on the Chest... which would trigger Prestidigitation. It remains locked, however
Mekhu Inebni |
Mekhu carefully reviews the trap on the chest and begins work, directing Fin as they work together to make the device safe.
Disable Device + Aid Another + Inspiration: 1d20 + 7 + 2 + 1d6 ⇒ (9) + 7 + 2 + (2) = 20
Carefully erasing key portions of the runes around the rim of the lid allows Mekhu and Fin to disable the trap. Mekhu then moves on to the lock, unsure of the complexity of the mechanism.
Disable Device: 1d20 + 7 ⇒ (11) + 7 = 18
GM Wolfspirit |
The lock appears beyond your capabilities to disable, though you successfully thwarted the trap.
Illuthion Cinderrain |
"Try again? Or maybe you'd like to use this key." offers Illuthion.
Mekhu Inebni |
"In all my concern about the trap, I'd forgotten about the key. I believe the honour is yours, Illuthion. You retrieved the key after all. The trap is disabled, fear not."
Jane Doe? |
Concerned about the basket, Jane tries to divine some information about the basket and its contents.
Detect Poison SLA on the 5 foot cube with the basket inside.
" I can overturn the basket magically, if one of you wishes to be ready to handle its occupant."
I'm thinking mage hand while someone else readies an attack?
GM Wolfspirit |
Your Detect Poison detects that there is a source of poison in the basket. Mage Hand shenanigans and / or readied actions would be allowed.