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As they reach the wet-floored room, Barnaby raises one hand to hold. Wait. Something's off. He points at the sigils around each pillar. I'm getting Conjuration and Evocation from those. Seem to be set to go off whenever something actually alive heads in.
He frowns. I can try to gum it up, re-scribing a few of the markers, but probably not quick enough to get it done before whatever it is goes off.
If no one has a better idea, Barnaby is willing to risk going in and trying to Disable it (currently at +25 v traps), but that will take at least 2 rounds and possible 8 - and that's assuming I succeed

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"I suspect the fluid is flammable. Maybe we can burn it out before attempting to proceed.
Knoweledge checks to examine the fluid? Will it burn, how deep, attempt to judge how long it would burn, etc. Plus a look around the room to see if there is anything other than the fluid and magic pillars.

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Radek frowns at the sight, and shakes his head after Barnaby and Cassandra speak. "Might be th' other passage offers another route." If the others are willing, he leads the way and searches for traps or the like on the door, also taking a listen to see if he can hear anything on the other side before opening it up. However, if his companions decide to try and do something about the presumably magical trap in this room, the dwarf stands back and lets them do their work.
Just offering a head start on an alternative path, if we don't want to mess with this room just yet. If anyone wants to try disabling the apparent trap though, Radek will bide and let the others do their work.

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That was a most peculiar memory, it seemed to live within the memory, or at least know that it was being viewed. That is a powerful artifact, I do not think it is safe to leave it here. We should take it with us on our way out.

GM Irish202 |

Knoweledge checks to examine the fluid? Will it burn, how deep, attempt to judge how long it would burn, etc. Plus a look around the room to see if there is anything other than the fluid and magic pillars.
Further inspection of the moist room does not reveal additional details.
If no one has a better idea, Barnaby is willing to risk going in and trying to Disable it (currently at +25 v traps), but that will take at least 2 rounds and possible 8 - and that's assuming I succeed
In the event no further clear decision is made by later this evening, I will proceed under the assumption that Barnaby will be entering the room to disable the trap.

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"Careful, the muck on the ground likely harbors some disease and after our earlier discovery I doubt we want to catch it."

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"If you would like, you can stand on Tiny's feet as he holds you around the waist, and then he can fly you slowly around the room to explore and try to disable any possible traps."
Tiny has 30' magical flight(perfect) from the evolution points I put into him.

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Barnaby looks at the looming eidolon. Might help if the trigger ends up being one of the higher runes. He glances back at the moist room. If you're willing to risk it, wouldn't say no.

GM Irish202 |

"If you would like, you can stand on Tiny's feet as he holds you around the waist, and then he can fly you slowly around the room to explore and try to disable any possible traps."
Tiny, what height would you like to fly around at? The ceiling in the room is 20 feet, the bands of arcane sigils start around 1 foot off the ground and continue up to about 2 or 3 foot or so. Any preparations from Jing or Barnaby before flying in?

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Wary of catching any disease, Mr. Madison once more calls upon divine protection in the form of bestow grace.
You may as well do this invisibly, it can't hurt. Taking out a little gum arabic encasing eyelashes, he makes Tiney and Barnaby disappear.

GM Irish202 |

Tiny floats into the room, carrying Barnaby along with him. Even though both are cloaked in invisibility, a claxon sound goes off the moment the pair crosses the threshold. Walls of energy immediately spring up to block entry and exit from the room. A disembodied female voice speaks in a familiar voice, the same one that sounded in the group's minds as the sandstorm descended on Resa, though now audibly and in an odd language. The green band of runes on the pillars begin to increase the intensity of their illumination.
I am going to put you all in initiative, as this situation is time sensitive. Barnaby, your initiative roll puts you after the trap's trigger each round, but if you want to proc your heightened awareness you can shift to act before the trap. I am going to assume you want to do this, feel free to correct me if it is not the case.
Initiative:
Mr. Madison
Radek
Cassandra
Barnaby (If proc heightened awareness)
Jing/Tiny
Trap
Psycho

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"The cleansing procedures are beginning. Burn it to ash is standard procedure."

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Thought about this for a second, but heck let’s do it. Mr. Madison reacts quickly, he sucks in a breath and then dimension doors into the room. I can take no actions until my next turn.

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Yeah no, let's burn the Heightened
Barnaby swears as Tahari's presumably's voice begins talking about 'contaminated' things. Seeing the green runes glow, the detective quickly glances at them, then the blue, then the red up top. He spits out a word to the eidolon. Rule of thumb. Red equals bad. Bring me up! as he pulls out his thieve's tools and begins to try and disrupt the third band of symbols.
Beginning a Disable Device check to try and stop whatever's going on, starting with the red ring is that's important to cite. Disable Device should be +25 against magical traps right now, though it'll take 2d4 rounds to actually see if it works.

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There is no sound of combat behind him, but Radek hears calls of consternation and concern. Figuring that the trap must be causing problems, the dwarf readies himself should anything come out of that door to investigate. He backs up to watch from around the corner, so that he is out of view if something tries to use the little slot to check the corridor from inside (Stealth = 24).
Leave the door and the viewing slot alone for now. My position is just about right on the map, but please move Radek forward 5' so he can keep watch on that door. The Stealth check ('Take 10' for 24 if he can, otherwise you can roll) is for him to avoid unfriendly eyes from his hidden position, as he keeps watch.

GM Irish202 |

Rule of thumb. Red equals bad. Bring me up! as he pulls out his thieve's tools and begins to try and disrupt the third band of symbols
The eidolon/detective duo float over to the nearest pillar and Barnaby begins fiddling around the the red band of arcane sigils on it. With a loud pop of displaced air, Mr. Madison teleports into the room just in time for the green band of sigils on each pillar to brilliantly flare up; filling the room with a flash of almost blinding green light. The light fades quickly, seemingly not causing any visible effect on the room itself. As the green light ebbs to a more normal radiance, the blue band of sigils on each pillar begins slowly increasing in radiance.
I would describe this sensation as if you had heartburn or an upset stomach and just took a rather nice dose of Maalox or Pepto-bismol.
*Map Updated*
Initiative:
Psycho
------------ End Round 1
------------ Begin Round 2
Mr. Madison
Radek
Cassandra
Barnaby
Jing/Tiny
Trap

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Barnaby shakes his head as his stomach feels...different. The detective tries not to pay it much mind as he continues frantically trying to halt the runes' glowing progression.
The speed at which the blue runes begin brightening shakes him however. Barnaby looks around and almost loses his balance against Tiny as he sees Mr. Madison suddenly with them.
Madison! You have anything that might be able to speed me up or slow it down? Because otherwise you may want to 'pop' back out of here - I don't think I'll be finished here before we get to see what all of these do.
Barnaby grimaces, but continues his work, hoping his math is wrong.
For now, continuing to disable

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If you want out of here have tiney bring you down, this is your opprtuntiy.
Delay until Tiney acts, if Tiney and Baranby come down then I’ll d-door them out, if not, then I’ll d-door myself out.

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"I'm ready for you.", Cassandra calls as she digs an antiplague from her pack.
Haunted curse makes it a standard action.

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Psycho looked into the room to see what is going on inside.
Know. Arcana, Religion, dungeoneering, History: 1d20 + 15 ⇒ (13) + 15 = 28

GM Irish202 |

There are a couple "possible" actions out there; if we could firm up intentions so I don't make an unwanted assumption, that would be great. Radek, do you want to continue watching the southern door?
Initiative:
------------ Begin Round 2
Radek
Cassandra (Takes out antiplague)
Barnaby (Continuing to disable or agree to teleport out?)
Jing/Tiny (Possibly teleporting Tiny out)
Mr. Madison (Dimension Door out, possibly taking Barnaby)
Trap
Psycho

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Yes, Radek doesn't want to get in the way and can't help with the magic traps anyway, so he will watch the southern door in case others in this place have been alerted and move on us from that direction. He is still keeping an ear out for developments behind him, though.

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..ummm...not to be a jerk, but I believe Barnaby and Tiny had Invisiblity cast on them. While Barnaby can easily direct Tiny where he wishes to go (both direction and height), none of the rest of us have a clue. All we have seen are what the rest of the room is doing. Perhaps Mr. Madison should be able to re-consider the action of D.Door into the room if he wishes.

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Still, possibly probably foolishly staying and Disabling for at least one more round. If Madison doesn't want to wait I'd understand.

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I have one more option.
If you need me come knock.
After waiting just as long as he can, Mr. Madison casts emergency force sphere, protecting himself from the room.

GM Irish202 |

As the detective continues to work, the blue band of sigils flare brilliantly, filling the room with their light. It washes over Barnaby and Tiny, not piercing through the sphere of force now near the doorway. Once again, the light does not seem to cause any visible changes and fades away. The female voice speaks once again in the odd language, as the red band of runes begins to gain glow stronger.
Initiative:
Psycho
------------ Begin Round 3
Radek (Assuming continuing to guard southern door)
Cassandra
Barnaby
Jing/Tiny
Mr. Madison
Trap

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"Decontamination complete. Cycling is starting. I don't know how much time you have left."

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Psycho is waiting to see what's going to happen. Like a real coward.
Maybe we should pick the south passage.

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Barnaby curses inwardly as the red runes glow too fast in preparation for the 'cycling'
Barely scratched the thing. Not enough time!
He glances at a nervously waiting Mr. Madison then, cursing, taps Tiny hard on the shoulder. Down, quick. I can't do it fast enough and I don't know what that's going to mean.
As they descend, he calls out to the mage beneath his sphere. I failed. We should go. Now!

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Mr. Madison drops the shield, standard action moves over a couple feet, and puts up a new one surrounding the three of them Immediate action. Ill have us out of here quickly. . Ill d-door is out on my next standard action, I think the shied will hold till then.

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"Very well, my friend, come back to me."
Jing Kwan then moves down the passage a little, and uses Maker's Call to bring Tiny to him.
Move action 10' South, Maker's call(SU)(standard) to bring Tiny to the space directly South between Jing Kwan and Radek

GM Irish202 |

Going to fast-forward a bit since we have nullified the worst part of the trap, for now at least.
As Barnaby and Tiny squeeze into Mr. Madison's force sphere, the red sigils flare up violently. The entire room is engulfed in raging flames, intensely scorching anything not protected. The force sphere manages to withstand the inferno during this time. The flames diminish and vanish after six seconds, and are replaced by what sound like hurricane-strength winds shooting up from the floor, surely venting into holes in the ceiling, for about 12 more seconds afterward. The winds cease, and the walls of force barricading the room vanish. Should the force sphere be dismissed, the group will see the room free of any debris or liquid that was covering the floor; though it looks like the liquid appears to be slowly replenishing itself magically out of nowhere.
Out of initiative.

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Barnaby ducks to match Mr. Madison right as the mage throws up his barrier. As a torrent of fire and heat roars above them, the detective finds himself shaking. That...Nine that was too close
When the fire finally relents, he looks cautiously out into the room. Thank the gods you're as reckless and stubborn as I am, or else you'd be scraping me up right now. he says to the well-dressed man. Though no one can see it, he winces slightly as the words come out, then follows it up with a quieter tone. I think you might've saved me here. Not sure I can repay that, but I damn well won't forget it.
Barnaby notices the floor of the room slowly becoming moist again and jumps up. Now, let's not deal with that again.
Barnaby will attempt to pick up where he left off as quickly as possible, hoping to be able to shut down the red 'fire' runes before the 'cycling' comes around again. But just in case I'm slow on the draw once more, the rest of you should hurry to the other side now while it seems temporarily safe.

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Acknowledging Barnaby’s thanks, At least we know what the room does, if it starts to go off again, I’ll stay here. But this time I would like to know where you are.
With a flick of the wrist Mr. Madison dismissed the invisibility.
I think you can get it this time.

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Radek finally stalks back to join the others when he hears the strange, disembodied voice and the howling sounds of the various elements. "What in blazes be goin' on back 'ere? I thought tha' disarmin' a magic trap would be a bit more quiet than tha' ruckus!" He growls, taking a look around the room. He finally snorts. "Well? Looks clear, eh? Safe to head over there? I figure these traps musta' been guardin' somethin' interesting."
Unless the others advise against, Radek leads the way to the opposite hall, taking a peek to the north and south and reporting that both corridors appear empty. The dwarf waits for Barnaby to finish dealing with the resetting trap before going one way or the other, though.
North, or south? Radek would advise we first deal with the chamber he can glimpse to the north.

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Psycho runs to the other side of the room and keep watching what's going to happen.
YOu guys are great at this!
On the other side he looks if there is something unusual in hallway.
perception: 1d20 + 12 ⇒ (18) + 12 = 30

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Cassandra will cross the room to join the others, waiting just beyond the threshold, ready to translate if the room begins making further announcements.

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Radek finally stalks back to join the others when he hears the strange, disembodied voice and the howling sounds of the various elements. "What in blazes be goin' on back 'ere? I thought tha' disarmin' a magic trap would be a bit more quiet than tha' ruckus!"
Barnaby grunts as he stretches towards a new set of red runes. The real doesn't always match the ideal. he tosses back over his shoulder at the dwarf. And let's hope there aren't any more guards. Especially mobile ones: too much to hope there's still an element of surprise after that.

GM Irish202 |

Barnaby grunts as he stretches towards a new set of red runes. The real doesn't always match the ideal. he tosses back over his shoulder at the dwarf. And let's hope there aren't any more guards. Especially mobile ones: too much to hope there's still an element of surprise after that.
Barnaby finishes tinkering with the runes, but the room continues to reset as the fluid level replenishes in the room and the runes continue to glow. Getting the sense that whatever efforts he is trying is not successful, the two remaining party members may wish to exit the room with the remaining moments before a full reset occurs.
Unless the others advise against, Radek leads the way to the opposite hall, taking a peek to the north and south and reporting that both corridors appear empty. The dwarf waits for Barnaby to finish dealing with the resetting trap before going one way or the other, though.
The dwarf sees another door to the south, of similar make (with the sliding peep hole) as the one in the previous hallway. To the north, the hallway opens up into a large room with numerous wall alcoves. More of the soupy liquid covers the floor of the room, spilling continuously into rust-colored stone pits in each alcove. On the far north side of the room, a complex framework of gold wires and bones link together to form an array of dozens of crystals set into the stone wall. Before this array lie several plates in the floor, each one bearing a set of rusty blood-stained manacles bolted to each plate. There are bronze plaques on the walls exiting the trap chamber, near the entrance to the chamber with the alcoves, and near the door to the south.
This room has a significant psychic impressions upon it, to the point you do not even have to perform any occult skill unlocks to know it is present. If you wish to perform any specific actions to follow-up, let me know.
Map Updated.

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"South is the Lab. North is Memory Extraction."