
Illydth-DM |

Armand nods at Selena's observation regarding the food in the room. "That's the same conclusion I came to as well, our 'friends' have had free run of this complex for a while now at least...lets hope they've not found what they're looking for...Kaerin doesn't strike me as the type of person who would try to double cross us, and when we talked with him he seemed genuinely in need of someone for this mission. I suspect he has no idea this other party is down here and that can only mean something bad."
While Armand had already mentioned this, I'm awarding the party 100 xp each for Selena's observations. Throughout the campaign I'll be tossing out small "mysteries" like this that are somewhat inconsequential to the main story but who's answer adds some flavor to the campaign itself, and I'll be awarding XP for those who make these kinds of observations and party XP for being on the right track or correct with them. Good job Selena!
While we're on that track Mird has also earned some XP awarded to the party with his notice of the broach, but I am not awarding XP on that yet as it's directly storyline based.
Lash moves south, down the hallway carefully and as silently as she can. No noise reaches her ears outside of that from the party about 40' to her north and Lash stops at a thick wooden door to listen. The door itself strikes Lash as strange since most of the doors in the complex so far have been iron and/or wood banded by metal, while this particular door seems to be made of wood only, nailed together by wooden cross braces on this side of the door. There is no lock on the door other than an indication that it can be barred from the other side. The door is latched closed through another wooden mechanism that allows the user to twist the handle and latch/unlatch the door.
The room beyond the door is fairly silent, there is a slight shuffling or scratching from beyond the door indicating a presence there but whether human or something else is impossible to tell. If human it's attempting to stay quiet, if animal it's obviously not moving much.
Lash, do you want to do anything else while here or report back to the group?
In the mean time Mird moves north. He, too, tries to move as quietly as possible though has somewhat less success in his metal armor, and in the unnatural setting of this dungeon. Moving up to the north door Mird sees nothing out of the ordinary. The door is solidly closed and a quick examination indicates it is locked as well. A couple scrape marks and dents on the door indicate that this door has taken some abuse recently, potentially in an effort to force it open.
The room beyond is silent, no movement or footsteps can be heard coming through or under the door or by listening at the keyhole. While the room is silent, warm air comes from underneath the door and the metal on the doorway is warmer (not hot) than most of the rooms you've entered.
Mird, anything you want to do before reporting back to the group at large?

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Mird will go back to the group saying:
"The northern door seems to be very strong and it is locked. It looks like someone force it to open recently, perhaps our "friends". It is also a warm, there could be a fireplace inside or something else"
"I don't think they succeeded going that way, if we want to follow them that's not the path we want to take."

Thantos Mortimir |

"Interesting...I think we can wait on that room. Our "friends" must not be very strong nor dexterous if they couldn't get that door open. My guess is they aren't human, maybe Kobolds or some other similar creature.
When Lash returns we can have her check the eastern door as well before we decide on our path."

Lasciel Silverflame |

Using her dagger to provide a support by sticking it in the door perpendiculat to the cross pices, Lash props a flask of alchemists fire at the edge of the door where it opens so that the flask would fall to the floor should the door be pushed open.
She then makes her way back down the hallway to the others.
trying to figure out what skill would be for setting a simple trap

Illydth-DM |

They seem to have taken out the "set traps" skill I'm used to in 3rd edition so lets use "disable device"...the logic being if you understand the mechanics behind reverse engineering a trap to disable it you should also understand how to reverse the reverse engineering to understand how to build it. Give me a disable device roll and please don't roll a 1...especially not with Alchemist's fire in play. :)

Illydth-DM |

Yea, that's more than good enough...especially with the description of how the trap would already work and be setup.
Softly sliding her dagger into a crack in the wood, Lash carefully takes a flask from one of her pouches and sets it, precariously, on her stuck dagger. A few deft and silent movements later, and Lash quickly backs up out of range of her trap, moving back up the hallway toward her companions.
Getting filled in on the situation at the northern door, Lash moves a few steps away from the party to check the east door.
Another iron bound door with a keyhole indicates the door's potential to be locked, and inspecting the hole provides the needed information: The door here is indeed locked.
Looking now for scratch marks and other signs of forced entry (as she heard about on the north door) nothing becomes immediately obvious, either your friends skipped this door completely, noticed it was locked and didn't bother to attempt to open it, or they managed to get in and locked the door behind them.
Either way, you're not getting in here without a key, whether on Fyird's keyring or one of the "special" keys you carry in your belt pouch.
No sound comes from beyond the door, and no light comes from within the room.
Lash creeps back to the group with the news.
Decision time folks. North, South or East?

Dirk Deathtalon |

Dirk nods taking in the information, then quietly says, "Nice work you two". Then, with a shrug, "I guess East is a good of a direction as any."
Dirk makes eye contact with Lash and waves his hand in the direction of the locked door.
Lockpick away.
Trapmaking is discussed on pg. 306 of the pathfinder beta manual. Looks like it falls under the Craft skill.

Illydth-DM |

Nothing noticeable on either the door or the handle, nothing looks spring loaded in either the lock or the door frame, and nothing you can see indicates any other kind of trap associated with this door.
As usual the seconds stretch on to minutes as Fyird works through the keys one by one till the right key to the door is found. The turn produces the usual snick/click of the lock being released and a pull on the handle opens the door.
The chamber you enter is average size for the rooms you've been in before (Room 15 on the numbered map) at somewhere around 20' on a side. The chamber is decorated in azure with sky blue accents, and has chairs, footstools, and a large brass bowl on the east wall. The carpets here are thick and luxurious and show barely any wear on them...unlike many of the rugs and carpets in this complex, this one shows no decomposition due to the ravages of time, abuse, or failure of upkeep, speaking to it's strong craftsmanship.
The whole room has a different, and very refreshing, smell to it...slightly spicy and sweet, much different than the musty, damp, smoky, and semi-rotting smells you've become accustom to in your several hour trek through this underground home.
The elements of the room are very familiar to Thantos and somewhat so to both Selena and Armand. Generally a setup like this indicates some kind of mediation room, usually used by those studying the arcane to help unlock the deeper mysteries of themselves and the weave of magic. Also used by the more monastic orders of the priesthood to assist them with communing with their chosen deities and their agents.
The smell generally indicates incense used to dull the sense of smell and taste, while silence and darkness generally accompany the incense to allow the user to concentrate on matters less physical and more metaphysical.
This particular meditation room is much more opulent than most any of you have seen or know of. The furniture and decorations are high quality and comfortable, soft and inviting.
Door in the north wall and the door you came in are the only two obvious exits from the room, nothing seems to be moving in the vicinity, the north door seems solidly shut, and there are no signs of entry or other disturbances to the contents of the room that would indicate another recent presence, at least to the cursory glance. Looking for specific actions?

Selena Devanholme |

"Ah, what have we here? A meditation chamber of sorts. There's possibly something here we can use."
Selena begins looking around the opulently furnished room, hoping to find some small treasure or decorative item that appeals to her. She suddenly stops herself.
Casting Detect Magic
"Lathre vienta." Her eyes glow softly in the dim light as the magic sight is restored to her.
"Before I get too ahead of myself, Lash, can you help me look aroud for any traps first?"
Perception1d20 + 2 ⇒ (16) + 2 = 18

Dirk Deathtalon |

Dirk will take up his usual post centered between the two doors - senses tuned to any sign of danger.
Uncomfortable in the wizards lair, Dirk advises, "Don't let your guard down... "
Perception: 1d20 ⇒ 18
Dirk is looking for sign of anything out of the ordinary that might prove a threat to the group.

Illydth-DM |

Lash
Everyone stands still as Lash starts her search around the room, scanning the walls, floor, furniture, carpeting the north east door, and finally the bowl. The minutes stretch on as Lash performs her delicate probe of the room's contents. Finally, after what feels like forever, Lash stands from her crouch and nods, indicating the all clear.
The rest of you start your own investigations.
Selena
Your magical detection doesn't pick up anything out of the ordinary. The sword and the two rings the party carries obviously glow but no other items in the room give of any kind of magical properties. Even the brass bowl which you assumed might be magical doesn't give off any hint of magical properties.
Mird
Your furniture search doesn't turn up anything useful. Nothing in the room indicates it would be a holder for the tiara (no cabinets, no pillows or stands, no display cases, etc.) and it doesn't look like anything is "out of place" or moved (i.e. Stolen). As far as you're concerned, the Tiara was not being stored in this room.
Dirk
Keeping your eyes peeled for any movement or sounds you calmly wait for the others to complete their work. Your senses pick up nothing other than the 7 of you in the room.
Thantos
Examining the contents of the room provides you very little information other than confirmation that the room is indeed what you are used to (if a bit more opulent) in a meditation chamber. As you reach the brass bowl, you notice a bit of incense still in it, obviously what is giving the chamber the smell. Recognizing that the incense in the bowl is almost gone, and realizing that there are very few other places for incense to be kept, but knowing that there must be at least someplace where an additional piece is kept, you start poking at prodding at the bowl itself.
Your persistence pays off as you find and trip a small catch on the front of the brass bowl. A small compartment drops down out of the bottom of the bowl revealing a small ornate wooden box (about 10g) inside of which are six sticks of what look and smell to be the same incense that is currently in the bowl. The incense sticks are obviously high quality and some of the scent speaks to exotic herbs used in the creation. It's likely the sticks are worth a significant amount of coin each (20 - 25g / stick).
A door stands closed in the north east corner of the room, Lash indicates it is not locked.

Dirk Deathtalon |

Seeing that everyone's search seems to be wrapping up, Dirk steps over to the door in the North/East corner of the room.
Looking at Lash, Dirk says, "Seems likely that this is a second entrance to the room you trapped. If there was someone, or something, in there, it's probably still there. We might as well have a look while we are here."
Then looking at Mird, "If you'd please, watch the rear."
With a last look over his shoulder to ensure everyone is ready, Dirk will open the door.
I assume Lash included this door in her sweep for traps.

Illydth-DM |

Quick point: Dirk, the door north is leading up to room 14 on the numbered map at The Numbered Map the door Lash trapped is heading down toward room 16 (the north door leading into room 16 on the numbered map). So they're not the same room. And yes, I have included the trap search Lash did to include this door.
Administrative Point: I seem to have lost Level 2 spreadsheets for both Selena and Thantos. I have the L2 spreadsheets for everyone else, but I don't seem to have one for either of you two. I'm very sorry about that, can you guys get me something as soon as you can? Trying to create a "cheat sheet" for myself on things like AC, HP, etc. that I can keep with me and for the life of me I don't know what I did with your two's Spreadsheets.

Illydth-DM |

The door opens silently into a small anteroom or closet (you're unsure which).
On a couple of pegs stuck into the wall hang a pair tattered gray robes that seem to be somewhat threadbare and a pair of well worn gray slippers.
Other than these items, there is nothing else in this small room.
A door in the north wall stands closed but again not locked.

Fyird Olaafson |

The door opens silently into a small anteroom or closet (you're unsure which).
On a couple of pegs stuck into the wall hang a pair tattered gray robes that seem to be somewhat threadbare and a pair of well worn gray slippers.
Other than these items, there is nothing else in this small room.
A door in the north wall stands closed but again not locked.
Fyird will check the pockets of the Robes, and the shoes just for the heck of it, while the other door is searched.

Illydth-DM |

LOL Now that's not nice poking fun at a person not paying attention! :) We love you Lash. :)
Fyird: You feel nothing in any of the pockets (other than a couple of holes) and the slippers look as if they're hanging on to usefulness by mere threads.
Lash detects no traps on the door and starts looking at the lock after a few seconds of poking and prodding Lash realizes the door is not locked but not quickly enough to save face. Dirk reaches over, grabs the handle and pushes the door open, which swings wide, opening into the next room.
As the chuckling at Lash's expense subsides and the door opens, Dirk glances up into a nightmare.
A human sized crystal man comes charging straight at Dirk!
Surprise round! Guess the last laugh is Lash's!
Crystal Statue: Initiative 1d20 + 4 ⇒ (14) + 4 = 18
Crystal Statue: Attack 1d20 + 4 ⇒ (16) + 4 = 20
Crystal Statue: Damage(If applicable) 1d6 + 4 ⇒ (3) + 4 = 7
Before Dirk has a chance to react to the statue's movement it covers the 10' to the door and slams it's fist into Dirk's face, cleanly breaking his nose and staggering him a bit. (7 points of damage).
Situation: The Statue is standing at the doorway, doorway is about 3 feet across and the room you're in is only about 10' wide. This gives Dirk and Lash (the two up front) the ability to attack. The statue is not big enough to present a missile target through the smallness of the door so non-magical ranged attacks cannot be used. Other than spells, or unless you have a better way to handle it, Lash and Dirk at this point are the only two that have a clear shot to attack without moving past the Statue (attack of opportunity).
I WILL allow a single acrobatics maneuver each round to get through the door and past the statue without the attack of opportunity but failure will result in some bad stuff.
There IS room to maneuver if someone wants to retreat and someone wants to move up into place but unless you wish to all retreat yourselves into the prior room, only two of you are going to get a chance to attack this guy. I am willing to listen if you guys have a strategy to get more people able to attack.
Go ahead and everyone roll initiative even if you can't immediately attack.

Fyird Olaafson |

1d20 + 4 ⇒ (12) + 4 = 16 Initiative
Assuming he found nothing in the objects in the closet, Fyird raises his head at the intrusion, and begins a stirring speech to bolster his comrades, while at the same time drawing his new Battleaxe.

Lasciel Silverflame |

Shocked by the speed and violence of the crystalline creature Lash falls into a defensive posture as she pulls her mace from the hip opposite her rapier. (Total defense standard action, draw weapon move action)
She can’t help but to let out a thrilled breath as Selena’s hand touches her back, the golden flames enshrouding her form to provide an added measure of safety.
Lash’s AC jumps to 20 on her initiative and 24 on Selena’s until she takes a different action.

Fyird Olaafson |

Shocked by the speed and violence of the crystalline creature Lash falls into a defensive posture as she pulls her mace from the hip opposite her rapier. (Total defense standard action, draw weapon move action)
She can’t help but to let out a thrilled breath as Selena’s hand touches her back, the golden flames enshrouding her form to provide an added measure of safety.
Lash’s AC jumps to 20 on her initiative and 24 on Selena’s until she takes a different action.
Not sure you were aware that Mage armor is an armor bonus, that doesn't stack with armor, so the biggest bonus (+4 with Mage armor is the AC) from my calculations with Mage Armor on board you only gain a +1 to AC

Dirk Deathtalon |

Dirk rocks back in surprise as the crystal fist slams into his face, but the pain is gone almost before it registers as his warrior instincts flood into every fiber of his body.
Damage Total: -11; leaving Dirk with 12 hit points.
"Blades of Hell!" Dirk's two-handed elven blade is out in a heart-beat, up over his head, and slamming down on the vile glass monster!
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 2d6 + 9 ⇒ (5, 6) + 9 = 20

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Initiative 1d20 + 6 ⇒ (2) + 6 = 8
"GET BACK!"
Says Mird to both Dirk and Lash while he aims his Bow to the creature.
"Let it come" Obviously intending to get the creature inside the room so it can be flanked.
Mird will shoot if either Dirk or Lash gets out of his aim while retreating. (If they do so)
Don't know if it possible but it is a kind of cover against a possible attack of opportunity by the creature
Attack 1d20 + 7 ⇒ (20) + 7 = 27
Damage 1d8 ⇒ 8

Illydth-DM |

Round 1
--------------
Crystal Statue (18) - Attack Dirk
Dirk (17) (Attack Miss)
Lash (16) (Defense - Lash AC to 20)
Fyird (16) (Song - +1 Attack and +1 Damage)
Selena (8) (Mage Armor - Lash AC to 21)
Mird (8) (Bow Shot: 8 Damage x 3 24 Damge)
Thantos (3) (No Action)
Statue Attack: Fist1: 1d20 + 2 ⇒ (4) + 2 = 6 Fist 2: 1d20 ⇒ 18
Statue Damage: Fist2: 1d6 ⇒ 3

Illydth-DM |

The crystal statue draws both fists back and punches forward at dirk with a devastating double punch. Dirk's sword comes up to block, catching one of the fists cleanly but the second gets through the defense, clipping Dirk's right shoulder, a small dent in the armor and a grunt from Dirk being the only indication he was hit.
The shoulder clip, however, does cause Dirk's descending sword to fly free of the mark, missing the monster completely and clanging off the ground in a shower of sparks.
Lash's eyes go wide at the continuing onslaught of the statue as Dirk takes another hit and she immediately drops into a defensive crouch, mace up before her, weaving in a pattern obviously meant to foil incoming attacks.
As Fyird's battle song starts somewhere behind Lash, raising her spirits (as well as the parties) she feels the presence of someone just behind her. A soft chant announces Armand's presence and a warm glow fades slowly from his hand as he touches the back of Dirk's neck.
"Fall back Lash, let me handle this." You hear as Armand moves to the side, allowing you to fall back if you wish.
Selena, right behind Armand, touches Lash's back and a dim outline of magic surrounds the Rogue as her mace weaves a pattern in the air before her.
Mird:
"GET BACK!" you shout at your companions as a strange feeling overcomes you. Your vision narrows to a point, the battle seems to be happening in slow motion. You're conscious of your action as you nock an arrow and draw your bow, waiting on an opening to come your way, hoping your companions fall back as you asked to give you a clear shot and to clear the small hallway to a larger field of battle. As time seems to slow down for you a small black dot at the center of your vision seems to appear in the middle of the statue's head. Again, without conscious thought you take a half breath and hold it and then release the arrow, right into the throng of your engaged companions.
The arrow's dark shaft flies straight past Thantos, between Lash and Selena, just over the top her outstretched arm and hand now resting on Lash's back and past Armand's left ear. The arrow barely clears an upswing of Lash's mace and then splits the very small hole between Dirk's shoulder armor and blade as he performs a side swipe to block another incoming attack.
As your vision clears and the world speeds back up you realize you just experienced one of those zen archery moments as you watch the head of the crystal statue snap back violently, a black shaft buried almost to the feathers in the very center of it's head, between it's eyes.
As if on cue the guardian's head simply explodes in a shower of crystalline dust and the body falls backwards, barely missing a table in the room, to crash into the ground. A sound like shattering glass greets your ears as the body hits the floor and cracks in several places. Seconds later, the crystal pieces of the body simply disintegrate into powder, leaving almost nothing solid left.
Normally, I wouldn't have allowed the shot, (and yes, I know you weren't even intending to "shoot", more "hold your attack" and see if you could get an attack in at an opportune time), however, with a natural 20 and such a high +attack on the roll anyway, I figured I'd "give" you one. :)

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As Mird sees the creature disintegrating with his shot he takes more time then usual to lower his bow. He has a surprised expression that starts to go away at the same time the bow gets lower.
Once he gets to a non attacking position he is back...
"Ok, That was really something"
[ooc] Illydth-DM, Thanks for the Robin Hood moment ;)[/occ]

Illydth-DM |

As the noise of the battle and the shattering of the statue subsides from around you and stops echoing off the walls of the largest room you have yet been in in this complex, you manage to pull yourselves together and cautiously enter the room.
The room is large, measuring at least forty feet across by thirty feet deep. Glassware, brass and bronze vessels and an assortment of similar items clutter almost every flat surface in this room, including the floor in some places.
The flickering flames from several iron burners set around the room dance shadows on the walls in the strange and obscure shapes of tables, chairs and the curved forms of beakers and vials.
The atmosphere in the room is heavy and warm, heated by the burners, and strange and obscure, even disgusting scents waft by to assault your sense of smell. Sulfurous rotting smells mix with sweet and spicy herbal scents which also mix with the normal earthy moist scents you associate with the underground smells from your trek through this complex. The effect is one you would chose not to experience again.
As you observe the room at large a soft sound as of a small glass item shattering comes from somewhere deeper in the room. Looking up, you see a small iron brazier/burner dispensing a small amount of smoke into the room and half a glass tube shattered midway up hanging above it from some kind of holding contraption. The discarded shards of what used to be it's bottom half strewn across a table in the center of the room...smoking droplets of some small amount of liquid sizzling into the finish of the table. A patch of black, scorched wall, about the size of a man's head near another burning iron bowl next to another shattered glass item, this one obviously larger than the tube that just broke, indicates the disastrous end of an experiment, whether the scorch is recent or old is unknown.
A glinting catches your eyes from another area of the room as either your torch light or the brazier light shines through it...it's obviously a small ruby sitting on a table in the middle of a complicated set of tubes and beakers. Looking around, you see other rare substances laying out in the open or in open cupboards hung on the walls. Sulfur, mercury, gems, crystals and other rare substances are lain strewn somewhat haphazardly throughout the room.
How anyone could manage to move around effectively in this maze of glass, bubbling and smoking components, and small bowls of fire without setting themselves on fire or destroying large sections of the room are completely beyond you...yet, here and there, there are pathways, and some of those materials laying around look like the might be worth a pretty goodly sum of money...