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"Ok then! I will take it." Barm puts the belt on himself.
Will I have this belt until end of this 2nd level or until end of the module?

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As we play in PFS mode, until the end of the 2nd level. Until the end if you buy it ^^

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Know arcana 1d20+7 to see if he knows about the transport
Talondreal's intuitive understanding of magic allows him to get the general idea of the transport token. This small token is a thumb-sized cylinder of unbreakable greenish glass. A Spire transport token allows the bearer to use the Emerald Spire’s transport function. The bearer can teleport to a level only if she knows and speaks its identifying rune.
As stated, since there is no legal campaign mode for the spire, you can keep the belt until the end of this scenario, which, as a CON belt and a temporary bonus, doesn't seem all that useful unfortunately.

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Saint Gudule looks excited after Talonderal's explanations.
"This means we can come back quickly without going down all the stairs. Most interesting!"
He follows the group as well.

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A few wisps of decayed webbing hang from the walls of this room, but there’s none on the stone ceiling and no sign of spiders in the room. The ceiling is blank save for four 1-footwide, round steel medallions, one set into each corner. The floor is equally bare except for a pedestal in the center of the floor made of a single five-foot-square block of stone, about two feet high. On the pedestal sits a metal-framed wooden chest, and to the side of the pedestal rests a shallow hole in the floor housing what looks like a brass door handle set into the stone. A stone tile lying loose nearby is clearly designed to ft over the hole, concealing the handle.
You notice the ceiling doesn’t quite touch the walls—there’s an inch-wide seam or crack surrounding it.

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Saint Gudule looks at the room with both excitement and suspicion.
"Do you think it's a trap? It looks like a trap. But maybe that's the trap. I never understood those things." he comments, clearly not interested in detecting traps. He however casts a spell to detect magical auras.
Waiting all three rounds, looking over Barm's shoulder at the chest.

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Perception: 1d20 + 3 ⇒ (19) + 3 = 22
"I'm glad my caution is starting to wear off on you, but it seems fine to me.
It does look like a contraption of some kind, but too complicated to be a trap. Perhaps a mechanism of some kind?
Let's try pulling that door handle and see what happens."

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The door handle comes out of the ground a tiny amount, but is clearly attached in some way to the floor with a rope or chain. Nothing of interest happens when Talondreal pulls it.

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Nothing magical in the room?

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"We are going to leave this chest unopened? Truly?
How fascinating!"
Jawhar will approach the chest and examine it for keyholes or possible traps.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
If there is a keyhole, he will try the key from the bone priest.
If not, and there are no traps... Nervous, but curious, Jawhar will stand to the side of the chest and attempt to lift the lid with his scimitar.

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Jawhar notices a trap at the last second before he tries to open the locked chest.
The entire ceiling is one huge stone slab, pierced in its corners by massive bolts. The four medallions, which are the ends of these bolts, are fastened to oiled chains on pulleys in the space between the suspended ceiling and the real ceiling. Pulling the door handle resets the trap while opening the chest activates the trap, causing the ceiling to come crashing down onto those below. The chest is afixed to the plinth, which in turn is mortared to the floor, forming a solid unit; the chest itself can’t be removed.

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*whew*
"Hey! Look here! This little gizmo on the lid looks like it will move this whatsit.
I'm not sure, but it looks like the whole ceiling might come down on us.
Can you disable this, Regnum?"
Jawhar casts Guidance on Regnum, whether he decides to disable the trap or not.

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Regnum, told by Jawhar of the trap he finds, tries to disable it by removing the chains that are attached to the bolts.
Disable Device: 1d20 + 13 ⇒ (4) + 13 = 17

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An interesting trap. I am glad we could find it before it caused damage to us he states to the group,

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Regnum realizes the trap is a little trickier than he first guessed, so he decides to concentrate on the next attempt.
Taking 10 for 23 disarms the trap and doing so again opens the lock on the chest. The key also works.
The only thing being contained is a cryptic message from the trap’s designer: a bleached cat skull and an aged, handwritten note reading, “Curiosity Kills: another ingenious demise, courtesy of Addington’s Fine Traps and Defenses."

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"HaHaHaHa!!! Oh, how poetic! Trapsmiths who are both artist and comic. Oh, and no reward to be found. This is just too much.
Why? Why was there a key? Why did the priest carry it? Oh, this is just too much."
Slapping his thighs, it takes Jawhar a minute to regain his composure.
"On to the next room, I guess."

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Saint Gudule looks at Jawhar with an curious glance.
"Now, now. Have you lost it, companion of faith?" he asks, unsure of what the answer might be.
"Anyway, I say we just go forward and forget about this little prank. I am a master of pranks and I have yet to find best than me." he points out, looking furious that it almost worked.

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Barm follows Saint Gudule and without thinking, opens the door.
"I did it again, I have to stop doing that."
Perception: 1d20 + 3 ⇒ (3) + 3 = 6

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As not to slow things down, the current door opens into a hallway with more doors, so I'm just assuming you open the north one here first.
This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires. Drapes of dust-covered spider webs cling to the ceiling.
A chill breeze arises from nowhere with an eerie howl. The room seems to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away.

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Give me a moment and I will help you the paladin responds to Regnum as he concentrates to see if there are evil auras in the room

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Hmm, is a stone casket made with less than 1ft of stone? I'm going to go with yet, at least at some points.
Talondreal detects faint evil auras coming from six out of eight of the caskets. Based on his previous experience, these are likely the aura's of very weak undead, like skeletons or zombies.
Barm can easily lift the lid off of a casket, but does he still want to?

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"Undead? How unfortunate. Let us put those souls back to rest."
Jawhar moves to the center of the room and presents his holy symbol.
"Get your weapons ready. I imagine this will wake them up"
Chanting a prayer to Sarenrae, he channels to harm undead.
Channel: 2d6 ⇒ (6, 4) = 10 Will 15 for 1/2

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Seeing Barm easily move the lid and Talondreal stating that there is an undead presence, Regnum brings his musket up and ready to shoot at the undead creature lurking within.

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A burst effect requires line of effect, being inside of a casket protects the undead from all effects of such a burst. However, do to some overarching circumstances, I'll say everyone readies to lift the lid of a casket at the same time when Jawhar channels, allowing them all to be affected.
A chill breeze arises from nowhere with an eerie howl. The room seems to darken, and in the sudden gloom, scores of small spectral eyeballs appear, drifting with the breeze. They peer intensely before fading away. Jawhar's burst of radiance in the form of positive energy washes away the darkness and all the skeletons crumble to dust.
Checking the now empty caskets, the only thing of interest you find is a Horn of Fog.