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Angoldir is fine with either - we know we'll be exploring everything on this floor at one point or another.

GM Picatrix |

Slight retcon after re-reading this section; I apologize.
After careful inspection, Angoldir thinks that opening this door would trigger some kind of trap!
What would you like to do now?

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"Because that could trigger the trap and perhaps set the entire hallway on fire," Angoldir replies as he gets to work. "Or perhaps drop the ceiling on us."
Disable Device, Trapfinding, Guidance: 1d20 + 9 + 1 + 1 ⇒ (19) + 9 + 1 + 1 = 30

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As effective as hit dice truly are at being used tor trapfinding, Psamtic would prefer to let trapfinders find traps if at all possible. =)
Psamtic opens the door once it's been disabled.

GM Picatrix |

Nice work! That trap was pretty brutal.
A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the west side. Dozens of arrows jut from holes in the pillar, facing every direction. Angoldir determines that the trap triggered by opening the door would have set the pillar into motion, rotating and firing a LOT of arrows in all directions for a full minute.
You see a door directly across the room and another door to the west. You recall being unable to open the south door from the other side. No magic auras are found with detect magic.
What’s next?

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"To the west then? Psamtic," Ja'ali sighs. "What does the door smell like?"

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Psamtic gleefully walks to the western door and takes a deep long sniff. "I smell trouble." she says. "Ready your weapons. Oh, and, Angoldir, if you could be a dear please make sure my eyebrows aren't about to be singed off if I open the door please?"
Psamtic will ALSO check for traps.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

GM Picatrix |

The door appears to be neither trapped nor locked. Assuming you open the door now…
A continuous carving of mourners runs along the walls here, leading to a staircase on the west side of the room.
What would you like to do now?

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"We still had that door that we haven't gone through back in the room with the water."

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"I vote we go up a floor. There's evil afoot."

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"I vote we go up a floor. There's evil afoot."
Zoot looks up. "What is it about directions in this dungeon?"

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"We have two keys, but no sign of any shields," Angoldir cautions. "It might be best to finish surveying this floor before anything else."
Angoldir would agree with Ja'ali about opening the door off the water room before going upstairs or downstairs.

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Psamtic hrumphs. Lowering her weapons as she trods over to the other door slowly. She says somberly, "this one may be trapped too. I was ready for danger, but I'll settle for whatever's behind this door."
Psamtic is heart broken. I couldn't care less which door is first. So long as we get all of 'em ;)

GM Picatrix |

I moved your tokens up to the door to the north.
This long corridor is flanked by a row of human statues, set into alcoves on each side. The statues look like Kassen, and each one holds a longsword out in front of it. The blades of roughly half the statues are wrapped in leather padding.
What would you like to do now?

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"They're like sword cozies." Zoot says admiringly. "Do you think this hall is sort of like the pit traps with pillows at the bottom?"

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"I doubt that. Angoldir, I'm going to assume this entire hallway is trapped. Can you, umm, double check."
Actively looking for traps: 1d20 + 5 ⇒ (8) + 5 = 13

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"Certainly," Angoldir replies. "Just a minute..."
Perception, Trapfinding, Heightened Awareness, Take 20: 20 + 7 + 2 + 1 = 30

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Oh, It's a trap alright!

GM Picatrix |

It is indeed a trap!
There is a pressure plate located between the third pair of statues Stepping on this plate causes all of the statues to suddenly swing their swords downward, making attacks against anyone caught between them.
What would you like to do now?

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Angoldir gets to work, trying to slip a piece of rock underneath the plate so it can no longer move down far enough to trigger the mechanism.
Disable Device, Trapfinding, Guidance, Take 10: 10 + 9 + 1 + 1 = 21

GM Picatrix |

Angoldir works calmly, cooly, with deft hands as he oh-so-carefully wedges a piece of stone into the pressure plate mechanism. After a tense few moments, he’s satisfied that he’s rendered it non-functional.
Nice work! What’s next for y’all?

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Psamtic will continue to check for traps down the hall. If finding none, she'll approach the door and check THAT for traps.

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Angoldir accompanies Psamtic in searching for danger.
Perception, Trapfinding, Heightened Awareness, Guidance, Take 10: 10 + 7 + 1 + 2 + 1 = 21
If he finds any traps, Angoldir will Take 10 to disable them (21).

GM Picatrix |

The Pathfinders cautiously advance through the hallway and do not discover any more traps. Inspecting the door beyond they find it also to be neither trapped nor locked.
How would you like to proceed?

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Angoldir nods in agreement. "The door itself looks safe enough, though I cannot speak for what is on the other side," he cautions.

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"SURE!" says the enthusiastic party healer with an AC of 12.
"The door itself looks safe enough, though I cannot speak for what is on the other side," he cautions.
"Why not? Sore throat?"
She opens the door.

GM Picatrix |

One half of this lofty chamber has a lowered floor, with stairs on either side to reach the bottom. Standing opposite the door is a tall wooden statue of Kassen grasping a gigantic wooden shield in each hand. One of the shields is inscribed with the word “home,” while the other reads “family.”
You can see another door near the statue.
What would you like to do?

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Knowledge (arcana): 1d20 + 8 + 1d6 ⇒ (8) + 8 + (2) = 18
"A wood golem," Angoldir says cautiously. "It has not attacked us yet, but is likely to if we fulfill certain requirements - such as attempting to pass it. Perhaps we need to defeat it to claim the shields - two keys we have, two shields it has." He nods at Bhenqai's longsword. "Slashing weapons such as this will have an easier time damaging it."

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"So my greataxe will make swift work of it? This sounds like fun. When everyone's ready, I'm going to go run up and poke it."

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"Fascinating," Angoldir says. "Psamtic, would you mind keeping that axe ready - and between the golem and me - while I examine this door? It would make sense that it could be guarding whatever is beyond it." Cautiously, he moves around the golem before turning his attention to the door.
Perception, Trapfinding, Guidance: 1d20 + 7 + 1 + 1 ⇒ (17) + 7 + 1 + 1 = 26

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Ja’ali, meanwhile, takes out his crossbow and keeps his sights on the unmoving golem.

GM Picatrix |

I need exact token positions for when this "poking" and door examination occurs, please. Once everyone is good with the position of their characters, let me know. Thanks!

GM Picatrix |

As Angoldir and Psamtic reach the lower level, the golem steps forward, off of a pressure plate that causes the stairs to individually rotate 45 degrees, turning the stairways into two long slides. The statue attacks!
Angoldir: 1d20 + 5 ⇒ (4) + 5 = 9
Ja’ali: 1d20 + 3 ⇒ (15) + 3 = 18
Psamtic: 1d20 + 1 ⇒ (13) + 1 = 14
Zoot: 1d20 + 1 ⇒ (3) + 1 = 4
golem: 1d20 + 0 ⇒ (15) + 0 = 15
--
Round 1: the bold may act!
--
Ja’ali/Bhenqai
golem
Psamtic
Angoldir
Zoot
--
Climbing the slide requires a DC 10 Climb check, while scaling the wall is a DC 15 Climb check.

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From my understanding, Zoot, Bhenqai, and Ja’ali are all on the upper part of this room? So I wouldn’t need to make a check to get to the golem since Bhenqai can just go down the slide? That’s what I’m basing my turn on.
Crossbow: 1d20 + 5 ⇒ (1) + 5 = 6
”Knew it!”
Ja'ali begins to fire, but something in the crossbow jams.
"What the heck?!"
After pounding at the crossbow, Ja'ali accidentally fires it right in between his feet!
"Oops..."
Ja’ali then moves over next to Zoot.
Move to flank, Bhenqai!