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Oh! Hey! I can do that!
Agnes will detect magic on the front door, and the surrounding areas, and will also check for a trap. Perception: 1d20 + 5 ⇒ (14) + 5 = 19

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Always a good idea to scan for magic before searching for a trap. I have encountered at least one magic trap that triggered when I tried to search for it...
Wayreth also pokes around trying to find a trap.
perception: 1d20 + 6 ⇒ (10) + 6 = 16
But Agnes might well spot it first.

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The party opens the door to area C2: The floor of this well-appointed entry hall is adorned with two expensive Qadiran rugs and decorated with several overstuffed leather sofas. Two dozen paintings with gilded frames hang on the walls, portraits and landscapes, all of exquisite artistry. To the north sits a large bird cage. Wooden doors open in the east and west walls, and an elaborate spiral staircase of iron both ascends and descends in the southeast corner.
Agnes does detect magic on the floor in here.
- Round 1: Yes, there's magic.
- Round 2: Conjuration School.
- Round 3: There is a "Faint" aura. Indicating a spell of 3rd level or lower.
Wayreth Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Wayreth finds no traps, though.

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Wayreth sneaks into the room to take a look around.
sneak: 1d20 + 14 ⇒ (4) + 14 = 18 Hmm...not very well.

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Ethendril peers into the room from the doorway.
"I suggest we search one floor at a time. Should we commence with the door to the left and go through each room?" the paladin asks.
He tries to comply with any directions to avoid areas of magic Agnes points out, but otherwise walks into the room toward the door to the left.
perception: 1d20 + 7 ⇒ (6) + 7 = 13

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Can I continue to focus on the area where the magic is detecting to try to pinpoint its actual location, or can I try a Spellcraft to determine if there is an active spell? Just in case I can Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16.

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Harlis spends a few minutes while the others go inside dismounting and asking Daylight to defend as riding a horse inside someones house isn't polite. Part of the persuasion of course being snacks.
Following the rest of the people inside he looks around and also invokes a spell of detect magic, as it is the prior home of a wizard, and sweeps around to keep an eye on others from behind.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20

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"Have a care for whatever magic is in there... If it is set to 'conjure' something, we may find ourselves having a giant baboon or something dropped on our heads the moment we get too close to it."
"Then again, I don't have the skill to disable a magical device, so if our mission is to get rid of any magical traps in here, our only option may be to deliberately trigger it and expend the trap, and deal with whatever is summoned by it."

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Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Before Harlis and Ethendril can move in but after Wayreth steps in, Daylight demures. Harlis gets a bad feeling about the floor.
The cleric expresses his consternation and everyone backs out. After a few seconds a pit appears in the room as Create Pit. The party waits a few moments; the pit disappears.
NOW your actions happen.
Agnes and Harlis both sweep the room with Detect Magic. Yes. You both detect a LOT of residual magic; this was Hunclay's home after all, and he was a high level wizard. There's bound to be residue.
The birdcage contains five frantic songbirds. Each of the colorful, exotic birds is extremely rare, noisy, hungry, and thirsty. Hunclay has been gone a couple of days now; if they aren't fed and watered soon, they'll perish. Alive, they're worth 200 gp total.
Agnes and Harlis find a small silver charm attached by a string to the leg of the largest bird. This charm radiates faint abjuration magic.

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Harlis looks up at the songbirds. "We should rescue the birds, needless suffering shouldn't be left. Although there is one that seems to have something attached to the leg. I bow to Agnes' expertise in investigating it."
Spellcraft (Assist): 1d20 + 4 ⇒ (2) + 4 = 6

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"Well, they look valuable, so let's give them some water and food and help them find a good home? The baroness may be interested in them."
As Wayreth says this, he is already looking for traps on the Western door.
perception: 1d20 + 6 ⇒ (18) + 6 = 24

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"What does the school of abjuration do? Maybe the bird is a transformed prince waiting to take me away from this adventuring life!"
Hotspur approaches the cage.
"Are you a prince," she asks the bird with the charm on its leg.
She attempts to use her waterskin to pour some water into the cage without opening the cage.

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Ethendril takes some dry bread from his rations and adds it to the cage along with Hotspur's water.
"Hopefully that will keep them alive for a bit..." he says as he moves back to the west door.
Once the others are ready, he opens it and enters.

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"Charming..." Wayreth mutters with a sigh as he keeps searching the Western door for traps.
Any traps on the Western door?

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You open the door to a hallway. It leads to 2 other doors/rooms.
Room C6: In the northeast corner of this parlor is a huge globe of Golarion cradled in a polished mahogany stand. Sextants, astrolabes, and paintings of unearthly landscapes are hung on the walls.
The devices and fixtures in this room are worth 1,500 gp.
Room C7: This dining room’s long oak table is surrounded by ornately carved oak chairs. On each wall hangs a large, framed painting of a desert landscape.
The contents are worth 1,200 gp.

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Agnes tries to look a little more closely at the items in each of the rooms, to see if there are extra details or stronger bits of magic:
Room C6:
Detect Magic, if anything of interest, Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18, and if nothing of interest Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Then she'll go to Room C7 and repeat:
Detect Magic, if anything of interest, Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14, and if nothing of interest Perception: 1d20 + 5 ⇒ (11) + 5 = 16

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C3: This kitchen is well stocked with all the accoutrements needed to prepare gourmet meals.
The northeast cubby, obscured by a curtain, houses a pair of cots and two chests with cheap locks (easily opened). Within are the humble possessions of servants.
A large cabinet along the southeastern wall contains Hunclay’s silverware and expensive dinnerware. In all, they're are worth 800 gp.

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Ethendril makes some notes of the items they have found.
"Much of this will fetch a nice pile of coins," he says.
"But are we missing something? Have we already explored the entire place?"
Were there stairs going up or down? If not, I guess we search more thoroughly...

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Wayreth looks around for the next door that the party has not searched yet.
Any random one will do.
He asks Agnes to do a scan for magic as he searches for traps.
Take 10 for 16, or 20 for 26 if we have time.

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Can we check the two rooms first? C4 and C5 are doors off of C.
Agnes is persistently detecting for magic, unless something happens and she becomes distracted.

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Harlis follows along behind leaving the majority of the examination to the two better skilled, but seeing the locked door encountered he chants a small benediction of Guidance upon Wayreth ready to repeat it again to aid the safety of others,
Some Guidance cantrip spam for Wayreth
Perception: 1d20 + 3 ⇒ (3) + 3 = 6

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Hotspur preps her musket.

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Wayreth sighs and begins fiddling with the lock.
"We should have a contingency plan for if I stuff up," he mutters.
I might as well try to take 10 first. With guidance that gets me to 20.
Disable Device: 10 + 9 + 1 = 20

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I might as well try to take 10 first. With guidance that gets me to 20.
Wayreth eventually takes 20 and is able to open the lock. But, hm, it seems the door is also barricaded. STR check required.
The sounds of fiddling, however, have caused something on the other side of the door to react. Wayreth is fairly certain that he heard movement.

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Ethendril puts a shoulder into the door.
"Is someone in there? We are authorized by the law to lay out the inventory of this place. We are coming in! If you are here unlawfully, lay down your weapons and we will not harm you! This I swear as I live!"
str check: 1d20 + 4 ⇒ (14) + 4 = 18

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Agnes leans on the door, behind Ethendril, to try to help with the door. str aid: 1d20 ⇒ 5 Clearly she's just in the way.
After we get in, Agnes will move ever so slowly into the room, looking around carefully along the way perception: 1d20 + 5 ⇒ (2) + 5 = 7 and oblivious to any potential danger, ducks down to see if she can see the guy under the bed.
Hey there, guy, you alright? Can we help you out with something? Need anything? Diplomacy: 1d20 + 2 ⇒ (1) + 2 = 3

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Ethendril's face is also upside down.
"Good sir, we are not going to hurt you," the paladin says.
"Can you tell us what you are doing here? We can help you get out..."
diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10

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"What my friend here means to say is that we are not all upside-down faced hulking behemoths iron-clad looking to terrorise the world. We are here to set things in order here and help anyone we can. If you have any need we will do our best to help you."
diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24

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"Perhaps we should step back a bit and not crowd him, let the fellow out." Harlis says from further back barely stooping at all to look at the progress. He then rests a hand on Ethendril's back.
Touch of Glory, +2 next Cha skill check in the following hour for Ethendril.
Diplomacy Assist: 1d20 + 6 ⇒ (9) + 6 = 15

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With the repeated assurances of the party, the man stops blubbering long enough to raise his head. "Ye shouldn'a be here. Tha master'll zap ye ta kingdome come!"
The man makes a shooing motion with his hands, "Flee."
When the party doesn't move, he insists, "Flee now, a'fore he or one o' his allies find ye."
With that, he buries his head in his hands and resumes quaking with absolute terror.

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Harlis frowns with some confusion. "The master is Hunclay? If then I do not think you will see him again as ill fortune has befallen him. Also the creature that masqueraded as a raven. Are there more here? We look to help you and the town."
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

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"Whaaaa...???" The confusion is evident in the simple commoner's eyes. "Could the master really be dead? No! Unthinkable!! And yet, these strangers stand here... unmolested... Perhaps..."
"But... the kobolds... they succeeded in undermining the Witch Tower's foundation... Master wished it so... for his research..." The man babbles on as his mind tries to wrap itself around the possibility that the wizard is truly gone.