
GM Aarvid |

Alan and Zantir head up stairs while Zynep moves into position to place the discs into the door...
Maps, meanwhile is thinking there is something he is forgetting...
Zynep, are you placing the discs in the order as previously described?

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"Hold up." Maps says, stepping forward. "I'm not sure about the order, and I'd like to take another look at all this before the traps go off and we all start screaming."
Stepping forward he looks closer at the disks, seeing if they might have missed something about them, and gives the door another look over.
"Flinders, you said there was a trap? Show me."

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Flinders walks over to the door, motioning to Maps. See here, it is trap of mechanical variety. Assuming the puzzle disarms the trap, I could just try to disable the trap. Either way, failure will trigger the trap. he says with a wry smile.
GM, can Flinders tell if the door is locked or not without springing the trap?

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"I wonder if we need these disks to open the door." Maps muses, then looks to Flinders. "Think we can disarm the trap and bypass the lock without them? I have some masterwork tools here for just such purposes."
Not sure if it's needed, but here's a knowledge (engineering check to study the trap.
Knowledge engineering: 1d20 + 6 ⇒ (6) + 6 = 12

GM Aarvid |

Flinders, the door is definitely locked. You find this of unusual design for a door lock.

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Flinders smiles at Maps I ahve a similar set of tools of similar quality. He turns to Zynep and shrugs, palms out. You know my dear, the others here have got me to thinking. The child represents daughter and by abstraction family, what father and patriarch does not worship his little girl and family? Now we know Deckland was trying to distance himself from Cheliax, condemning Cheliax you might say, and we all know about Cheliax and devils. So I am moving toward agreeing with the masses. he motions to the party. I ask one thing though, everyone go up the ladder except me. No point in endangering everybody. Whether by the puzzle or the trying to disable it, I should be down here. Flinders runs his hand through his hair. Now if the trap is triggered and I am injured, please note that my wand of healing is secured in a wrist sheath on my right forearm, its spring-loaded, ware your fingers. He turns his back to the others and begins to rearrange the disks.
Assuming that everyone goes along and Flinders is by himself. We'll try Girl-Top, City-Middle, Devil-Bottom.

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"As you wish, Master Flinders. If you are injured, I will be sure to heal you myself. Should you decide to disarm the trap, let me know. I could see if Calistra will bless you with good fortune."
Zynep then saunters back up the ladder.

GM Aarvid |

Everyone scampers upstairs...leaving Flinders to carefully place the 3 discs in the order of city, devil, girl...or was it...Girl-Top, City-Middle, Devil-Bottom? That's it.
He watches with the hairs on the back of his neck raised as there is a sound of mechanical movement and the door lock spins. The
door pops open, spitting out the three stone keys onto the stone floor in the process.
Flinders opens an eye and is miraculously still alive.
Beyond the doorway is a spiral stairwell heading down deeper into the dusty vault.

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"Good work." Maps was the last to leave the room, and is the first to slide back down the ladder. He quickly moves to gather up the disks. "If no one minds, I'd like to study these further."

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Flinders walks to the bottom of the ladder and waves for the others to come down. When the others come down he asks Would anyone happen to have some ink and paper? I forgot to purchase some. The locking mechanism is quite exquisite and I would like to make some notes. Otherwise I'll just have to commit it to memory.
If no one has the requested items, Flinders will spend some time memorizing the mechanism.
He then goes over quietly and peers through the doorway, listening.

GM Aarvid |

Flinders can make notes (mental or otherwise) of the trap and lock mechanism. Maps climbs down and picks up the discs. Zynep and the others presumably follow him down.
Listening, Flinders hears nothing down the spiral stairs. There is a flicker of light however.

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Zynep sees the flicker of light and whispers while turning off her wayfinder's light, "I got this one."
The cleric then hikes up her skirts and quietly makes her way down the stairs at a quickened pace. (ignores penalties for full movement while performing stealth)
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
After she reaches the bottom, she'll scan around then head back up the stairs and report what she found.

GM Aarvid |

Zynep heads down the stairs like a ghost...
ten-foot-wide stone walkway, extending sixty feet east to west between two spiral staircases.
Two ladders rest on the north side of the walkway and two
more on the south, leading down into a fifteen-foot-wide
trench twenty feet below. These sub-rooms are filled with
objects ranging from decrepit suits of rusted armor, to piles
of rotting furs, and to various over-stuffed footlockers.

GM Aarvid |

Zynep returns back and reports she found a large store room filled with miscellaneous goods and junk stacked high on both sides of a central walkway.

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"I would like to take a moment to look through those the wares. There might be something of historical significance," Zynep says while throwing glances at Varg.
If allowed, Zynep will search the storage room.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

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Varg walks by Flinders with a slap on the back and a nod to Zynep as he moves forward to approach the wares.
Well done, Flinders!
He begins to sort through the wares searching for what he was requested to find.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

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Zantir heads down, stepping lightly, to see what he can see.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21

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Maps carefully stores the disks in his pack. These should purchase more information from the Sage.
Joining the others, he looks around the room as well.
1d20 + 7 ⇒ (2) + 7 = 9

GM Aarvid |

All six of you move into the large store room.
This room is split by a long, ten-foot-wide stone walkway,
extending sixty feet east to west between two spiral staircases.
Two ladders rest on the north side of the walkway and two
more on the south, leading down into a fifteen-foot-wide
trench twenty feet below. These sub-rooms are filled with
objects ranging from decrepit suits of rusted armor, to piles
of rotting furs, and to various over-stuffed footlockers.
I placed figured on the new map roughly in order of your description of actions. Let me know which side (north or south) you are looking.

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Zynep causally leans into Varg as they move down the walkway.
Zynep takes a look the north east ladder to make sure its sturdy & not trapped.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Once she (& assuming Varg follows) make it to the bottom of the ladder, she allows her fingers to dance off the tops of the crates and barrels. She then suddenly exclaims while pointing to the far corner.
What do you make of these levers on the floor?
Bluff: 1d20 + 7 ⇒ (10) + 7 = 17
Slight of Hand: 1d20 + 8 ⇒ (5) + 8 = 13

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Maps looks over at Varg. He was distracted by thoughts of his other responsibilities, and was only paying partial attention to his surroundings. Walking over, he examines the area around the ladder.
Take 20 for 27

GM Aarvid |
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1d6 ⇒ 3
1d6 ⇒ 6
AlanBaird: 1d20 + 6 ⇒ (3) + 6 = 9
Flinders: 1d20 + 7 ⇒ (11) + 7 = 18
Maps: 1d20 + 7 ⇒ (2) + 7 = 9
Varg: 1d20 + 5 ⇒ (16) + 5 = 21
Zantir: 1d20 + 5 ⇒ (6) + 5 = 11
Zynep: 1d20 + 5 ⇒ (13) + 5 = 18
1d20 ⇒ 18
1d20 ⇒ 8
#1: 1d20 + 7 ⇒ (12) + 7 = 19 vs Maps
#2: 1d20 + 7 ⇒ (10) + 7 = 17 vs Zynep
1d4 ⇒ 4 plus fort save
1d4 ⇒ 1 plus fort save
Just as Varg calls to Maps and Flinders, and Alan calls out....
A pair of small devilish looking creatures appear out of thin air next to Maps and Zynep and sting them with their barbed tail and immediately fly up to the rafters (AoO if you have combat reflexes) yelling at each other in some dark language (infernal).
====Initiative====
AlanBaird: 1d20 + 3 ⇒ (13) + 3 = 16
Flinders: 1d20 + 2 ⇒ (13) + 2 = 15
Maps: 1d20 + 6 ⇒ (17) + 6 = 23
Varg: 1d20 + 2 ⇒ (5) + 2 = 7
Zantir: 1d20 + 3 ⇒ (19) + 3 = 22
Zynep: 1d20 + 2 ⇒ (5) + 2 = 7
#1: 1d20 + 3 ⇒ (18) + 3 = 21
#2: 1d20 + 3 ⇒ (19) + 3 = 22
=====Round 1 ========
23-Maps (fort save)
22+Zantir
22-creature#2
21-creature#1
16-Alan
15-Flinders
7+Zynep (fort save)
7-Varg

GM Aarvid |

Nobody beat their stealth check to see the invisible creatures before they attacked in the surprise round. Let me know if I missed some special feat that would have allowed it.
The creatures are flying 15' above the raised walkway above the north lowered section.
23-Maps is up...

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Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
"Urhh!" Maps grunts from the sting. "You were saying?"
Flicking out his wand again, he utters the command word and waves it about, activating another shield spell around himself.
"We need silver or magic to fight these?" He asks, not taking his eyes from the creature as he replaces the wand.
Swift action to get wand from spring-loaded sheath, standard action for activation, move action to replace in sheath.

GM Aarvid |

Maps uses his wand to put up a shield of force energy as he resists the poison from the sting of the vile creature hovering above him.
22+Zantir is up

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AoO:
Seeing the familiar devil from the paracountess bedchamber Alan immediately responds with a hooking punching to the nuisance. Turn his hip so that he is ready to let loose another attack.
1d20 + 3 ⇒ (12) + 3 = 15 1d6 + 3 ⇒ (3) + 3 = 6
On his turn Alan will uncoil like a serpent lashing out with his fang, the rope dart, attempting to strike the creature down.
Defensive Attack (+4 AC) from 10' away
1d20 + 2 ⇒ (13) + 2 = 15 1d6 + 2 ⇒ (4) + 2 = 6

GM Aarvid |

The tiny winged creatures look down on the group from their 15' altitude, laughing to each other, determining what to do next.

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Zantir Rages, steps next to Maps, draws his Silvered Scimitar and readies an attack action for the first devil to come within range.
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Dammage: 1d6 + 4 ⇒ (5) + 4 = 9
Here, beasty, beasty, beasiy.
Fort Save when needed: 1d20 + 4 ⇒ (11) + 4 = 15

GM Aarvid |

Zantir readies for the little devils to come down, but they both laugh and point. Then they disappear...
1 : 1d20 ⇒ 2
2 : 1d20 ⇒ 12
1d6 ⇒ 4
1d6 ⇒ 6
16-Alan is up, no visible target...

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Alan will tell everyone to duck as he starts swinging his rope dart in large concentric circles in an effort to fetter out the little devils starting at their last location.
I am guessing ranged touch attack, or ranged attack, attacking defensively
1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20

GM Aarvid |

Swinging his rope upwards, into their last known location, Alan does not hit anything...
15-Flinders

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Flinders casts Resistance on himself, then begins scanning the room for something that could act as a powder.
He speaks to the others, Alan is correct, they are imps. The are resistant to mundane weapons, though silver weapons and magic prove to be effective. I have ten sliver blanched arrows...a lot of good there doing now. he finishes with a hint of sarcasm.

GM Aarvid |

Flinders, there is an ample supply of dust and cobwebs, but nothing that looks like powder. Maybe in some of the barrels on the lower levels, off the platform. Let me know if you move down to search.
1d20 ⇒ 15
1d20 ⇒ 18
1d20 ⇒ 11
1d20 ⇒ 17
1d20 ⇒ 2
1d20 ⇒ 16
Zynep and Varg think they feel air movement nearby...and are next up.
7+Zynep ( fort save needed)
7-Varg

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Round 1, AC: 18, Hp: 38/38, Power Attack
Varg swings at the moving air.
Axe Att: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13
Axe Dam: 1d12 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Not sure if we are talking about a 50% miss chance, or not.
Low Bad: 1d100 ⇒ 7

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Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
Zynep takes Flinters by the hand and begins to speak to him in her tribal tongue. A blue glow radiates from their grasp.
Casts Bit of Luck on Flinters.
Zynep then shimmies to the far end of the walkway to avoid any more stings.

GM Aarvid |

Varg swings at the air near him but does not connect.
Zynep speaks with Flinders and moves further into the room...and suffers the ill effect of the imps' poison. dex : 1d2 ⇒ 1

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Moving swiftly, Maps drops his guisarme, letting it fall to floor at the end of the weapon cord attached to his wrist. Drawing his firearm with his right hand, he uses his left to snatch a small vial from his belt. Using his teeth, he pulls free the cork and drizzles oil onto his weapon.
Spitting away the cork, he looks around for targets. "Laugh at this, you little bastards."
Applying oil of magic weapon.