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Slera realizing she was right about the mechanical nature of the trap turns to Brayden and says "Not quick enough huh. If you're hurt I can heal you, looks more like that was poison, going to have to find an elder to fix that. So lets see what the key does and get out of here."

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Taking the painfully-earned key, Brayden kneels down at the steel chest. At Slera's words, he sniffs his wound. "Poison, yes, perhaps. Though we need a way out of here before we can deal with that. Still, stay ready with that healing, in case opening this chest should bring about more trouble."
Inserting the key into the lock, Brayden turns it cautiously. Assuming he feels it click, he opens the chest.

DM Kludde |

Bit of a recap:
Our heroes have managed to obtain a single key from the containers in the vault.
Wicker Basket: now empty, obtained a Blue stone key, carved with runes
Glass Jar: filled with liquid, which Brayden identified as being harmful. A key is still submerged
Copper-banded chest: turned out to be an illusion, which everybody now sees through
Red lacquered chest: contains glowing runes near the lock, as of yet unopened
Steel chest: although the lock is somewhat scratched by fruitless picking attempts, it otherwise remains closed
With Zahur so faithfully coming to the rescue of Zarunkumar, the danger of falling down has now passed. The three-crowed chest still sits in the middle of a large hole torn in the warehouse, and was almost tipped into the water below by the approach of our heroes. What would that have done to the precious paperwork inside? Our heroes will have to come up with a clever ploy to extract the chest here.

DM Kludde |

Brayden tries the blue stone key on the steel chest, to no avail.

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Zahur tosses off the chain shirt and decided to make a jump for it to grab the chest despite the risk of it going catastrophically wrong.
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Note to self: Get Mage Hand next time

DM Kludde |

Zarunkumar searches through the crates, to find various tools and supplies: fishing nets, rope, beer, dried fish, lead ingots, pulleys, rat droppings (ugh!), pulleys, timber, planks, spare sails.
She also finds that Zahur, in a moment of clarity, has clumsily punched himself and the crate through the floor in a smattering of debris
Damage to zahur from debris (nonlethal): 1d6 ⇒ 4
Can I have a DC 10 swim check?
The crate is now at the bottom of 15 feet of water, slowly releasing bubbles. But this Guaril Karela seemed a reasonable fella, right?

DM Kludde |

For purposes of handling the crate, we are counting rounds. The fall of the crate was round 0. Zahur can move (as he passed the swim check). Zarunkumar and Will can also act.
Round 1 of ?

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Well... that didn't work. Can we NOW break the corrosive fluid on top of it? Hell we can even put both of the chests near it and bet on which one dissolve the first. He sights and walks agitated around the room thinking of ways to get out of the room. Though you might just want to check if it fits the other first.

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Hey sorry was busy on the weekend and when I was briefly home my PC wasn't starting so I wasn't able to fix it until now.
Will grabs some rope from his bag and looks around to see if he can tie it to anything sturdy.
perception: 1d20 - 1 ⇒ (18) - 1 = 17
"Hold on! Will yells."

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"Yes lets try the other chest first but your trick with the liquid is starting to sound good." Slera ponders for a while before adding "Unless we can think of a different way to get that key out, the fluid might ruin the lock without getting us in the chest."

DM Kludde |

Will looks around and sees two options: tie the rope around a nearby chest to anchor it, or use the crane for some more sophisticated lifting. The latter will take longer, but will probably give a better shot at lifting the 200-something crate from the water.
With Zahur's swim check it should be possible to dive down and attach the rope to the heavy crate.
Current situation:
Will affixing rope (please tell me which you choose: crane or chest)
Zahur swimming (but doesn't have rope yet)
Zarunkumar:
Round 1 of ?
Should it come to strength checks, a second person can 'aid another' for +2 by rolling against DC 10

DM Kludde |

You're going to have to climb up there, which shouldn't be too hard (DC 10). Affixing the rope would be a full round action.
Judging from the amount of bubbles coming from the chest, it is a matter of second, not minutes, before the inside is thoroughly and utterly wet. In other words, you only have three rounds before time runs out and this part of the mission is failed. Better hurry...
What is your action? Acid on the steel chest, key with the red lacquered chest?

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Dominique pushes the solid metal chest next to the glass container expecting to see if the blue key really matched the red laqued chest before taking any action. He had doubts that the key would open any chest and was preparing both morally and physically for repeating his effort then for striking the glass in the right place.
Strength: 1d20 + 1 ⇒ (10) + 1 = 11

DM Kludde |

Team Vault:
The blue key opens the red lacquered chest. Inside is a key forged into the end of a jewelled sceptre.
A slight 'click' can be heard as the chest opens. A golden key is suspended 6 inches from the ceiling, fifteen feet up.
I'm not really sure if I understand Dom's action. You're striking the glass with your hands to smash it? It's a jar, it's open from the top...

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Perhaps this one opens the metal chest Dominique speaks looking distastefully at the golden key.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12Not gonna happen.
For the moment Dominique is content with waiting until Brayden checks the new key. But if it comes to pushing or braking it with an arrow he will smash the glass from a distance.

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Sorry Zahur, I thought you were already under the water. My fault, I would have just held the rope and thrown it down.
Zarunkumar do you have rope as well?
Oh, well I know the last turn was wasted, but...
Will changes his mind hearing Zahur's voice. Well throws one end of the rope into the water. while tightly holding the other. "Zarunkumar! Help me grab the rope as well!" Will says as he changes direction towards the chest, while still holding the rope.

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Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Slera hearing the click and looking up to see the key hanging from the ceiling points at it and tells the others "Look there's a key hanging up there. It's pretty high up, someone give me a boost."

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Quite pleased with himself, Brayden reaches in and takes the sceptre-key, then turns toward the metal chest. Hearing Slera's request, he looks up quizzically and follows her directions, eyeing the key dangling from the ceiling.
"Strange to dangle a key so high... seems like bait for a trap..."
searching for a trap
perception: 1d20 + 3 ⇒ (18) + 3 = 21
If he finds one, he will pause and consider his next step. If not, he heads over to Slera and offers her a boost.

DM Kludde |

Round 2 of 3
Will attaches the rope to the crane, and throws an end toward Zahur, who promptly dives down with it to attach it to the chest.
As Slera points out the key, Brayden looks around for obvious signs of a trap. He finds none, and concludes that putting the key up this high is the challenge.
Slera is 5'7, how long is Brayden? Seems like you're going to be about 4 feet short even if Slera stands on Brayden's shoulders.

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A whistle came from Dominique's mouth seeing the key so hanging so high above them. He shoots an arrow towards it more for amusement than really trying to hit it. He then shrugs. "I guess, that's that. Should we start rationing food or do you have some unknown means of getting to it?"
Single attack: 1d20 + 4 ⇒ (10) + 4 = 14

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Realizing that they'll never reach that high with just one boost Slera contemplates another plan.
Does the key look loosely fastened? I'm trying to determine if a storm burst is likely to dislodge it. I'll do a perception and ranged touch attack roll, but I'll only do the attack if I think it might knock the key down.
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Ranged Touch Attack: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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Will now braces himself ready with the rope ready to help pull it up once give a sign that Zahur has got the chest.
Readied action. Strength check in advance for rope pulling. Is this just a basic check? Do I apply my armor penalties? If so my check should be what it is -6 for armor + shield
strength: 1d20 + 3 ⇒ (11) + 3 = 14

DM Kludde |

The key is dangling from a thin wire, but it does not look like a gust of wind is sufficient to bring it down. Shooting at the wire might help, but Dominique's shot goes wide - these thin wire are hard to hit.
Will stands ready to pull the chest up. He is a veritable mass of muscle, but it may very well be that all the armour he wears will bog him down. He is definitely going to need some assistance in pulling the thing up.
With the -6 penalty, you just fail the check, but if Zarunkumar adds an 'assist other' it might work. Dropping a shield is a free action.

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I've been waiting for this assist.
Zarunkumar grabs the rope and tries to give Will hand to get the chest up.
Assist Will: 1d20 ⇒ 14
Even Dr. Agon bites the end of the rope and pulls as hard as he can.
Assist Will: 1d20 - 1 ⇒ (18) - 1 = 17

DM Kludde |

Will pulls the rope as hard as he can, but seems to falter as the heavy armour turns him around. Just as he is about to slip the rope, Zarunkumar and Dr. Agon com in and take over. Together, they manage to pull up the chest from the water.
Here's hoping that the papers inside have not been damaged too much.

DM Kludde |

Zahur is still floating around in the dark, dirty waters of the docks.

DM Kludde |

With the chest now safely ashore, but the Magus still adrift, Will drops down an end of rope to get the Magus out.
DC 5 Climb check

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Looking at his companions, he chuckles. "I could try and blow up the wire, though it might have unintended consequences for everything else around it...."
Brayden is 6' tall, so if she stood on his shoulders and balanced, we have 11' height, plus reach, plus blade... so possible? but dangerous

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That sounds fine with me. Oh and if you fall, be careful not to fall on the glass jar. Just let me just give it another try at cutting the wire first. Dominique nodes his head approvingly then stretches his muscles releasing another arrow.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20

DM Kludde |

I would say it's possible. And dangerous, but not extremely so (as you'll fall less than 10 feet). It's going to be fun with that morningstar, though. I'll need an attack and an acrobatics check.
Dominique's arrow just barely misses the cord. So close...
A dripping wet Magus, a Fighter and a Witch walk into a warehouse. Leaving only a crate to be opened.
The rescued crate holds a smaller mahogany box inside, containing five books and a few loose sheets of paper in a leather folder. Luckily, they have been untouched by the water. The titles and subjects are unrelated: magical topics, geographical topics, the physiology of dragons. The folder contains cargo manifestos, inventories and other financial logs. Furthermore, the crate contains 10 set of masterwork thieves' tools, three flasks of alchemists fire, a flask of acid, a dozen jars of ink, a footprint book, adamantine weapon blanch, three bags of powder, a deck of marked cards and two sets of loaded dice.

DM Kludde |

Brayden and Slera put on a nice circus performance as one stands on top of the other, who stands on top of one of the chests. With the added reach, it's actually not that hard to cut the cord. With a wild swing, Slera cuts the cord, and the key drops onto the floor.
With the acro check and the added reach from the chest, an attack roll no longer is really needed.
Congratulations, you now have two keys!

DM Kludde |

Brayden inserts the gold key into the lock, and even before turning it, the chest springs open. Inside, it reveals a map of some underground location and a wand.

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The inquisitor nodded in appreciation to the spectacle made by the rest of team then took the wand looking at it carefully and leaving the maps to Brayden and Slera. He got closer to the door and knocked with his fist at the door and started yelling Open up if you still want to have your door intact! We got your blasted maps!
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21

DM Kludde |

Assuming you cast detect magic along with it
My, my, wouldn't you know it. A wand of knock. Who has any use for such a thing?

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"A wand of knock?! Useless waste of arcane craftsmanship." Dominique exclaims throwing the item over his shoulder as he tries once more to make himself heard through the door by bashing it with his fists forgetting completely about the remaining key in the jar.

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I can carry it for now and we can sort it out later if that works for everyone." Will says as he picks the items from the chest.
Shall we had back to the Pickeled Imp?
I don't really want anything, but would want to save something for Dominique