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Zedril will head to the pantry and get in formation.
This is shaping up to be a very add quest. Poisoned cheese, dead bodies, cursed jewelry, lost pathfinders and crafty bandits. What's next a dragon hoarding over a pile of pineapples?
Zedril giggles a little, more amused by himself than the others seem to be.
Let's tread lightly, anything hidden in plain sight could be something we'd rather stay hidden.

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Ill take a look at the locket, then tuck it away carefully, planning to return it to whomever it belonged to, and head to the others. Activatinv ny Wayfinder's Light, Ill take lead unless someone else would rather.
It doesnt matter to me, just offering so we can start, and I dont mind at all someone else in front.
-Posted with Wayfinder

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I have darkvision, so I don't mind being near the front.
Waving his hand to Garinol, After you friend.

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Violence makes his way too the front of the front of the group, but allows garinol to take point.
Also, as a reminder, VBH has a shield sconce, that he keeps his lit torches in.

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As Garinol follows the narrow winding stair downward, VBH puts a hand on his arm, "There's something odd about the stairs past the bend here."
Halfling luck has prevailed - VBH notes that there's a distinct break in the style of stonework in the lower-most stairs, just as Garinol's foot is about to fall on one of the odd-looking bits.

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Zedril will cast Detect Magic.
Perception Check: 1d20 + 1 ⇒ (7) + 1 = 8

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Know Dungeoneering/Nature: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
-Posted with Wayfinder

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Ill try to place my hand on it, then push a bit, see if it gives, like a secret door.
-Posted with Wayfinder

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As Garinol prods the odd floor tile, thin, wicked spikes emerge from between the stones up and down the stairs. Garinol and Gerald (bearing VBH) are well positioned and aware of some strangeness, and dance deftly away from the sharp spikes. Rhydderch and Zedril, without the same view to Garinol's actions, are caught unawares and sustain some very nasty piercing wounds to the feet and shins. The rest of the party remain backed up in the pantry, and can only imagine the horrors accompanying their compatriots' cries of dismay.
Rhydderch - 5 damage, movement reduced by half
Zedril - 6 damage, movement reduced by half
NOTE: The stairs are now treated as a bed of caltrops.
floor spike - G: 1d20 + 10 ⇒ (4) + 10 = 14, damage: 1d6 + 1 ⇒ (2) + 1 = 3
floor spike - Gerald: 1d20 + 10 ⇒ (1) + 10 = 11, damage: 1d6 + 1 ⇒ (4) + 1 = 5
floor spike - R: 1d20 + 10 ⇒ (11) + 10 = 21, damage: 1d6 + 1 ⇒ (4) + 1 = 5
floor spike - Z: 1d20 + 10 ⇒ (15) + 10 = 25, damage: 1d6 + 1 ⇒ (5) + 1 = 6
All - good thoughts and efforts - this one was a strictly mechanical trap.

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Ka will grab some crates, boxe's lids, pieces of wood, or whatever is available, to cover the trap so they can proceed without problem and get back in a hurry if they need to.
"Are you ok?"

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Can I use my above Disable Devics to disarm it instead or did I know get high enough in the first place?
-Posted with Wayfinder

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@Ka - covering the spikes won't work out well. They're 4" spikes, all up and down the stairs. The lower section is just the trigger. You're welcome to move at regular rates through the stairs - but the trap will 'attack' you. On the other hand, mechanical traps frequently have a reset mechanism... usually on the 'friendly' side of the trap - which isn't where you're at now.

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OWWWWW!!! Zedril whines, I'd like to not go through that again.
HP: 6/12

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Am I able to continue freely, or is if a risk from here on?
-Posted with Wayfinder

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Zedril turns to Rhydderch, Thank you friend.

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All are able to move safely down/through the stairs at half pace, except Rhydderch, whose feet are wounded. It might take some explaining to Gerald, though he's unlikely to randomly skewer himself.

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Tomnus slaloms down the stairs in an impressive, if entirely gratuitous, display of acrobatic martial prowess. As such, he is the first to see the room at the bottom of the stairs.
Extinguished torches hang on the walls. Blood smears the floor in small, footprint-sized blotches, with a larger pool trickling under the central doorway on the southern wall.

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I did try to disable it above, just never found out what happened.
-Posted with Wayfinder

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Once I am in the room;
Perception check: 1d20 + 1 ⇒ (11) + 1 = 12
If all clear, Zedril will cast Pyrotechnics on the torches to illuminate the room.

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VBH nudges Gerald past Tomnus into the bloodsoaked room, and towards the tracks. "Sniff, boy, sniff. Gerald begins taking in deep snorts of air. As he does so, VBH peers at the room himself.
Hokay - prepare for skillcheck ho!
VBH Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Gerald Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge nature to guess what sort of blood it is[/dice: 1d20 + 3 ⇒ (3) + 3 = 6
Heal check to do the same: 1d20 ⇒ 20
Gerald tracks via scent, to see if anyone has been in the room recently, and which way they went: 1d20 + 4 ⇒ (13) + 4 = 17
Once satisfied with his inspection, VBH and Gerald move over to the blood-seeping doorway, avoiding the large piles of blood.

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Ill go down as well in much the same way, though almost dancing as I tumble. Detect Magic on the area as well. I can heal those who might need once we are down.
-Posted with Wayfinder

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@Garinol - apologies, I took your earlier 'disable device' as an attempt to unlock a door, rather than disable a trap. In any event, the attempt was not quite up to the task.
The blood is pooled from under the center door (west wall, relative to the map). VBH is pretty certain it's red blood, several days old. Speculatively, humanoid.
Gerald determines that the bloody footprints lead pretty consistently to/from the door on the north side of the room, and from his vantage atop Gerald, VBH notices a wiggly gray grub nailed just above the door.
Once inside the room, Garinol fairly readily identifies a lever that resets the spike trap, with a catch to disarm it.
Rhydderch's feet feel much relieved, and back up to bearing him around at usual speeds.
Zedril detects no magic in the immediate vicinity.

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No worries. It originally was, but I asked if I should use it or do another before I knew there was a trap and never really got an answer. No worries. It gappens when theres a lot going on. I was just replying to someone who asked me to above.
-Posted with Wayfinder

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Woyld Track really help at all with the blood? Im not clear if they are actyally bloody footprints or just that size.
-Posted with Wayfinder

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There is a large (and largely dried) pool of blood from under the center door to the west. The pool of blood has been tracked through a bit by someone/thing, creating bloody footprints into/out of the door to the north.

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North door it is.
Ka points the footprints and the northdoor to the others, getting his crossbow ready and following whoever goes first.

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Ill head over there and search for traps and see if its locked. If so, Take 20 to unlock/Disarm as needed.
Perception with Detect Magic: 1d20 + 7 ⇒ (16) + 7 = 23
-Posted with Wayfinder

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Garinol sees the aforementioned wiggly gray grub nailed to the top of the door frame. It's definitely alive, but not clearly a trap per se.

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Is it nailed there in such a way that if the door is opened it will be cut in half?
I'm going to try to remove it, just pulling it off the nail and hoping not to get bitten or some sort of disease.

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@Garinol - give me an animal handling check (? making it up a bit here... I don't know of any RAW to 'disarm' a worm...)

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I'm not sure whatever were you trying to do, but Ka is certain we have more important stuff to do, and don't want to lose time with whatever this means.
Ka shots a crossbow bolt at the worm, to guarantee it won't fall when they go under it.
"Now it won't fall down." He smiles to Garinol.

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As the crossbow bolt pierces the wiggly gray worm, a universe of shrieking sound seems to emit from the hole - but only for the brief moment it takes the wiggly worm to expire entirely. The PCs feel well assured that for that fraction of a second, every hearing creature withing 20 miles was aware of the wiggly gray worm's distress. Apparently these wiggly gray worms have well earned their Darklands moniker 'wailing worm'.

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"That's a worm! Why are you all so worried about? Be useful and let's find whoever is down here!' I'm getting this new concept of being a*!%~&! #1!
Ka goes for the handle and opens the door, so they would see inside.

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Perception check...as a listen for any potential incoming critters:
PER: 1d20 + 1 ⇒ (8) + 1 = 9
Maybe we should move a bit more hastily.

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Remembering we are here on official orders, and that Skeldon Miregrold is supposed to be a bit of an oddity among Society scholars, and obviously any attempt at sneaking is now out the window, . . .
"Skeldon Miregrold. We are members of the Society, and just here to talk and make sure your okay.", I'll say fairly loudly.

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This chamber overflows with dusty relics of the past, some prominently displayed on shelves and pedestals, others piled haphazardly in crates, jars, and scroll cases. A massive stone idol looms in the corner, its fiendish eyes sparkling with crimson beryls. An intricately woven Kellish rug, carefully rolled, leans against a shelf displaying ancient weapons from throughout Golarion. A somber pipe organ rests against the northern wall, its keys and pedals wet with fresh blood.
This room serves as the lodge’s reliquary and houses most of its amassed collection of artifacts from various delves. A lifeless body lies crumpled on the floor, riddled with dozens of stab wounds. A pile of rags rests on the organ bench.

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Violence nudges Gerald slowly into the room, taking his time to examine everthing as he passes, and keeping his lance at the ready. Gerald, sensing his masters anxiety, starts sniffing at everything as well.
Violence Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Gerald perception: 1d20 + 4 ⇒ (18) + 4 = 22

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I'll Detect Magic/Evil on the corpse, then go search it for any personal affects that might identify the person. Or a Wayfinder.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Heal (looking for poison in the stab wounds): 1d20 + 9 ⇒ (12) + 9 = 21
Male/Female? Human or other race? Does it looks like the stab wounds are from the trap we set of, or like someone(s) murdered them?
Assuming the body is not undead, and there is nothing really else f note we discover, I'll move the body to a corner (to deal with later) and try to locate a sheet or something to cover it.
Then I'll head back to the others, and search the doors for Traps, from nearest to us to furthest.
Perception w/ Guidance: 1d20 + 8 ⇒ (10) + 8 = 18
Disable Device: 1d20 + 8 ⇒ (18) + 8 = 26
Perception w/ Guidance: 1d20 + 8 ⇒ (19) + 8 = 27
Disable Device: 1d20 + 8 ⇒ (1) + 8 = 9
Perception w/ Guidance: 1d20 + 8 ⇒ (19) + 8 = 27
Disable Device: 1d20 + 8 ⇒ (13) + 8 = 21