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Or Sexy, Dwarven ladies to woo! (Too bad I lost the Luthril identity...)

The Wise Fox |

Its difficult to make out what the words are. The sound is quite faint, as if someone was mumbling to himself:
Example of what you hear:
"Well then, what... ... did this ... NOT AGAIN!"
Take 10 on disable device fails. Taking 20 works
It takes quite a bit of time to unlock the door, as not only was there the traditional lock, you also had to disable several runes that kept relocking the door as soon as you unlocked it (Arcane Lock).
After opening the door, you hear a gruff male voice with a heavy dwarven accent from down the stairs. "So, you managed to get yer legs put back together Shu-Lin and finally got Beetie to listen you ya, huh? Well, bring it on you crazy ol' ghoul. You ain't eatin me! I finally got me rest, and I got a disintegrate with yer name on it."

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"We're... not ghouls. They beat them..." Tsusuko states, Wayfinder hanging on his backpack. "We're... not eating anything..."
Diplomacy?: 1d20 + 7 ⇒ (7) + 7 = 14

The Wise Fox |

He yells back from down below. "Yer not ghouls? How do I know fer sure? You might be Shu-lin in disguise fer all I know. She was always good at rewriting reality with her lies. Approach slowly mate, so I can get a good look at ya."
You hear him mutter something.
He just cast True Seeing

The Wise Fox |

You travel down the corridor, which opens into a 30-foot, circular, dusty room littered with the trappings of a modest camp and illuminated by light from a smokeless torch. Four sets of dials adorn the rounded wall at even intervals, and two passageways provide access to the room. The passageway to the northeast leads across a short bridge over a deep trench before terminating in a small recess just large enough to accommodate a fully armored dwarf. The southwest passageway winds gradually to the south and is littered with but not blocked by rubble.
An old grizzled dwarf in a traveler's outfit is at the opposite end of the 30 foot room, pointing a wand at Erin. He takes a quick look at you, then says, "Well? Tell yer friends to come down too and ta close the door behind ya."

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Spellcraft: 1d20 + 12 ⇒ (16) + 12 = 28
Hearing the spell cast, he moves down with no weapons drawn (as he always does, actually.) Despite his ghoulish appearance (adventuring gear thrown on over inpatient robes and being a generally disheveled, old man), he moves down. "We're... not dead. Or un-dead... If you trust your magic sight, though... go ahead..."
If he wants to lock the door behind us, I want to make sure we've got the dead-twice-over with us. Don't want to have them wash away or whatnot, after all!

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"Uhh, not so sure about closing the door when you are pointing a wand at me like that. We are really just here to figure out what happened. If you do not want to help us, we can walk right back out that door and I will lock it back up all nice for you." Erin responds to the dwarf while stepping a little further into the room.

The Wise Fox |

"Hmmm. Not not dead, and no illusions." He lowers his wand and takes a moment to put it back in his sleeve. "Eye be Sandricaan, wizard and Pathfinder. Before we gettin into what I'm doing here, what are you doing here? For that matter, who are you? Doncha know its bad manners not to introduce yerself before asking others the same?"

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"I'm Tsusuko... I think..." He scratches his head. "I've... not know who I am... for years? I know we're here... to save... you... though..."

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"Erin, and manners go out the window when someone is pointing a weapon at you. We are also Pathfinders, here to see what happened to the last two expeditions that came down here. I am wondering what was worth all these people dying."

The Wise Fox |

"Erin, huh? Well lass, there is always time for manners. If I wasn't so mannered and asked nicely, I would have hid myself, disintegrated first, and ask yer name later."
"In any case, I have no real idea what is down here either. Eye been studying this place fer quite some time, and eye believe it contains a great cultural treasure."
He walks to the northern panel. This button here closes that recess there, pointing towards the small recess across the bridge. "Once the recess is sealed, I can hear gears and machinery turning behind there when I use all the controls. This is some sort of secure vault, I know it, but I can't get it to work by meself.
"That likely as some meaning as well," pointing to a large stone poster hanging above the northern controls, but since it is damaged, I can't figure out what its meaning is.

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Man, if this isn't a Pokemon Ice Gym/Ice Zone puzzle, then I'm, like, 0/5 on Paizo puzzles (even ones I gm'd first).

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Every time there was what I call an "Ice Zone", the floors would slide you whatever direction you moved until you hit a wall or a block in the center of the ice. Then you could go another direction until you'd hit another block, and there was always only a few correct combinations of movements that would get you to the end of the area, usually involving the pick-up-able items. Without seeing the whole map, it's pretty impossible to tell if this is one of those, though.

The Wise Fox |

There are a set of identical dials and a big red button that is just begging to be pressed on each of the control panels. Operating the machines requires a Disable Device check to operate them blindly or a Linguistics check to puzzle out the coded runes next to each dial and button. Ability to read dwarven grants a bonus to these checks.

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I'm surprised you didn't get the reference, Gil.
Ashur will walk over the short bridge, stopping before it ends. He tries to peer into the deep recess.
Perception!: 1d20 + 19 ⇒ (17) + 19 = 36

The Wise Fox |

Ashur:
The vault "lock" seems to be suspended over a 30 foot pit. The walls in the pit are extremely smooth, like glass.
Erin fiddles around with the controls. You hear the machines whirl and grind, but nothing happens.
"No, no, no!" The dwarf goes. Like this! He shows you what to do, and you hear some noise.
Ashur sees a 5 foot square pillar rising from the ground to the north, while a pillar directly above the alcove drops from the ceiling, sealing the alcove.

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"That's why I should go in. No one can work this contraption better than you. I think I can make my way out if something happens."

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"Of course. When am I not?" Ashur waits for Erin to open up the alcove before he Dimension Doors into it.

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Tsusuko's face turns to one of concern. "Would... flying help? I don't want... them... back, but they can make you fly... if you need it."

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Oh, I thought there was only one panel.
"Well, since we cannot talk, I will change one every 30 seconds to give you time to move. If it gets dangerous, just do your finger waggling teleport thing."
Erin says, then activates the first switch. Followed by the second one 30 seconds later, continuing down the line.

The Wise Fox |

Erin activates the northern switch, sealing Ashur in his 5 foot cube. Erin moves to the eastern switch and moves to the southern one. Erin attempts to activate the southern switch, but the controls are locked out for a few moments before signaling it is ready to recieve a command. You activate the southern switch, and hear some noises and a loud click from within. Erin moves to the eastern switch and activates it. She then goes back to the northerns witch and activates that switch again, and Ashur comes out again.