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Oh there's so much to play around with here!
Angela gives an exclaim of sucess at her activation of the wand, "Yes! See my prowess with a wand and... Oh no, no, no!" She starts to scramble back as the ray seems to head right for her. It slams into her chest and bathes the woman in a sickly golden glow while also knocking her off balance. She falls on her back, and struggles to push her self off the ground for a few seconds until the glow disappears.
Recognize spell, spellcraft: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (4) = 13
I blame the headache!
As she gets back on her feet, she catches sight of Stinky and nearly falls back over. "Just WHAT was that spell? Made me feel very weak and turned Stinky into Steward?" She slowly gives the wand off to Lynn. "Ahh, here, you can hold onto this."
The scary weapon-like wand out of her hands, and Stinky being a little less stinky, Angela finally gives the previous statement some thought. "It seems that the wand makes you weaker... among other effects. Maybe it will help prevent our strengths being our weakness... By enfeebling oursleves, and hopefully not all turning into manservants, we can handle wat ever is going to turn strength and weakness on its head."
Actually curious about what is beyond the door now, Angela also climbs the podium and pushes on the door to slowly turn into dust and blow away in a nonexistant wind to try pushing it open.

The World's Most Interesting GM |

Angela reaches up and grabs one of the ornate door-handles and pulls....
The door does not budge for the small secretary.

The World's Most Interesting GM |

Aww! And we just got all healed up.
Just in case you missed it Stinky (for a few moments at least) got turned into a uniformed, humanoid-shaped, door-Stinky. The links above--particularly the 'Bippity boppity boo' one--should help assuage (or not) any confusion.

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no ranks in spellcraft i'm afraid. But stinky a butler, an animal in human clothes noe that is preposterous(says the fox-lady :P)
Lynn narrowly dodged back as the ray went flying about the room like a pixie that got into the sugar sticks. She watched as the halfling got knocked to the ground and had an honestly difficult time getting back up. She wanted to help but felt it might be insulting if she left stinky smelling so badly and looking so dapper, which gave her a pause as she took to rubbing her eyes to make sure the spell hadn't actually hit her. Alas as soon as the effect came it had gone leaving her quite confused.
Weaving another smell at the wolverine, skunk, man-butler creature she slowly cleaned his pelt and odor into something more refined, delicate sea spray mixed with crushed blueberries.
Having finished her task of making Stinky and Kalkamedes bearable to be around once more lynn stuffed the rag into her pack only to have the mystery wand shoved into it. "Seems i'm getting all the goodies today. Now let's see about this door."
Lynn joined her fellows on the pedestal and grabs the handle.
mule back cords affect strength for carrying capacity, your call on weather it gives her a strength boost for pulling/pushing open doors.

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It would be truly hilarious if Stinky was permanently morphed into a butler. The interactions between him and rough hunter Kala over time would've been so fun to roll play! But alas, it seems the clock has struck twelve on that one. And Kala was too busy chastising Angela to notice.

The World's Most Interesting GM |

Lynn helps Angela pulls on the door. It still doesn't budge.

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"Maybe we need to be weaker to move the door." Rhinshin say moving up to the door and gives it a slight push
str: 1d20 ⇒ 3

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"Uh, good idea, Rhinshin! Why else would the Thrallkeepers place a wand of weakness at their entrance?"
If Rhinshin has not already opened the door: "Lynn, try the wand on Rhinshin or Angela again when they are ready to push at the door."

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An expression of skepticism plasters itself upon Kala's face. "So, uh, how long does that weakness last? Maybe we don't want to be too weak to face whatever's on the other side of that door. Any chance just aiming the wand at the door would work?" If this isn't a trap I'll be surprised.

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”A community is like a chain ... only as strong as it’s weakest link so it our duty to help each other to overcome the weaknesses and keep us together! I would suggest to continue!“ he says to the team.

The World's Most Interesting GM |

Rhinshin does not get very far helping pull open the doors (even with a totally ridiculous Str modifier a Str Check of 3 is pretty bad). Angela can tell folks how long the wand's effects last--1 round. If given enough slack Kalkamdes attempts to walk through the doors face first despite the way the hinges seem to work. There are suggestions for other actions and one that seems to come from a motivational poster hung in a Japanese primary school (i.e. Let's all try our very best!).
Actions?

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... There are suggestions for other actions and one that seems to come from a motivational poster hung in a Japanese primary school (i.e. Let's all try our very best!).
Creepily accurate.
Angela gives a frown at the door. "Sleeping is right. I thought we'd need to be weak for whatever is inside these doors it seems that the doors need someone weak pulling on them. But i'm a little stronger than I look, and definitely more than your average halfling. Maybe targeting Rhinshin with the spell and having everyone else help would be best?"
She then turns to Kala adding, "It only lasted a few seconds, nothing too devastating, unless there are long term effects that haven't taken hold. Though Stinky's momentary change is what worries me more..."
Angela gives Lynn a nod. "Okay, Lynn, can you try activating the wand on Rhinshin? I'll try to assist him, and could someone not strong stand over him and try helping as well? Sleeping, we'll need you to keep Kalkamedes out of the way and anyone not helping with the door might best be served by holding the sleepers! That sound good to everyone?"

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"Uh, I agree with Angela's plan!"
drag Vs k: 1d20 + 4 ⇒ (5) + 4 = 9

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”Makes sense!!“
CMB : 1d20 + 2 ⇒ (20) + 2 = 22

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Lynn looked at the wand in her hands, "Um.. I suppose i can try, not really a spell i'm aware of." She then took several minutes of flicking and testing various words of magic and phrases attempting to get the wand to fire off.
UMD: 1d20 + 7 ⇒ (5) + 7 = 12
UMD: 1d20 + 7 ⇒ (7) + 7 = 14
UMD: 1d20 + 7 ⇒ (2) + 7 = 9
UMD: 1d20 + 7 ⇒ (2) + 7 = 9
UMD: 1d20 + 7 ⇒ (14) + 7 = 21
str-down: 1d6 + 1 ⇒ (4) + 1 = 5
After lots of trial and a few major errors lynn finally manages to successfully cast the wand."Okay, quickly try the door. If that doesn't work then.. i feel we're going to need all of us to open this... if only i knew that knocking spell."
okay so, 2 mishaps lots of non-casts and i'm assuming it's caster level is less than 4, add another 1 if it's 4+ as per the spell i guess. DM i leave what kind of mishaps happen to you as well as who/what it affects.

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*KA-ZAP!*
Rhinshin suddenly looks a lot less furry, and a lot more human in looks and proportions. Unfortunately his small clothes do not change with him. Buttons fly everywhere.
A *KA-ZAP!* later and now he is wearing Stinky's snazzy doorman's outfit. Far more presentable certainly but not really what Lynn was going for.
About 5 seconds later there's a loud *POP!* and Rhinshin deflates back into his more regular shape and clothing (sans most of his buttons).
Finally she gets it to fire again and Rhinshin's normal mouse-like physique grows wane and weasel-like. In Lynn's head the clock on the spell's duration begins to tick.
This expends 3 charges.
enfeeblement (CL 1, now with 12 charges remaining).
Almaas meanwhile subdues the wayward Kalkamedes much to the chagrin of someone behind him who grumbles their disapproval under their breath at him.

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She then turns to Kala adding, "It only lasted a few seconds, nothing too devastating, unless there are long term effects that haven't taken hold. Though Stinky's momentary change is what worries me more..."
Startled, Kala blurts: "Stinky's change? What?!" But Angela had already moved on, issuing instructions with brisk efficiency.
She hesitates on her way to help hold Kalkamedes, who is by now already well restrained by Almaas. Striding over to Stinky, she gives him a quick but thorough inspection. He looks normal. What change did she mean?

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Angela gives Kala a glance, "I'll try drawing you a picture of it later, but first we should try getting this door open, before Rhinshin looses the effects of the spell!" She then pulls on the door handle that the weasel-esque ratman isn't pulling on.
Str check, aid another: 1d20 + 1 ⇒ (17) + 1 = 18
She then glances back, "Uh, Kala, do you think you could stand over Rhinshin and try giving us a hand? Stinky's fine.... as far as I have seen... which may or may not mean he is okay, but you can leave him for now!"

The World's Most Interesting GM |

Well, in Whoville they say – that Rhinshin's mouse's strength grew three sizes that day!
Upon the black platform Rhinshin's effective Strength of 5 (down from his normal 10) is the equal of 15!
But it is still not enough to shift the huge doors.

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Almaas sees his comrades in need of strength.
He tries to help.
Strength aid : 1d20 + 0 ⇒ (19) + 0 = 19

The World's Most Interesting GM |

Releasing his grip on the rope holding Kalkamedes causes the sleep-walker to strain toward the doors again.
CMB (Str penalty): 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
But he doesn't get very far.
Almaas helps to tug upon the doors, but they stubbornly remain motionless.
There is enough room for three people to stand next to one door to pull or aid. Others could use stiff reach weapons to pry from afar or tug on the belts of the people who have hands on the door handles.

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She then glances back, "Uh, Kala, do you think you could stand over Rhinshin and try giving us a hand? Stinky's fine.... as far as I have seen... which may or may not mean he is okay, but you can leave him for now!"
"Okay, here I come." Kala replies, taking one last glance over Stinky before committing to pulling as hard as she can on that door. She grabs hold of the handle (or whoever's in front of her, if there's no room) and yanks with all her might.
Strength: 1d20 + 2 ⇒ (5) + 2 = 7

The World's Most Interesting GM |

"Okay, here I come." Kala replies, taking one last glance over Stinky before committing to pulling as hard as she can on that door. She grabs hold of the handle (or whoever's in front of her, if there's no room) and yanks with all her might.
Kala feels immediately weaker upon stepping upon the dais and results in a feeble attempt to aid.
Her final modified result ends up being a total of 3.

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Can’t we take 20?

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Noting how much weaker she felt as soon as she stepped up on the dais, Kala's head jerks up in inspiration. She swiftly fishes out her rope and ties it firmly around one of the door handles. She then backs off the dais and calls out: "Let's try it this way, guys. The black steps can't make you weaker if you're not on them. I think, anyway."
Strength: 1d20 + 2 ⇒ (16) + 2 = 18

The World's Most Interesting GM |

Can’t we take 20?
One person can attempt to take 20 (it takes 20 rounds/2 minutes of time and involves a lot of failed attempts, sweating, and grunting) but it still would not be enough on its own with the current crop of attemptees. You are not allowed to take 10 on aid checks, but aiders can take 20 as well and with enough people pulling it might be enough.
She then backs off the dais and calls out: "Let's try it this way, guys. The black steps can't make you weaker if you're not on them. I think, anyway."
But there are other potential possibilities as well.

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"Uh, ok. Kala has the right idea! Pull, Kala! Angela, help her out! And anyone else who can get on the the rope with them! Oh and would someone mind retrieving my wand whilst I hold onto our friend?
Almaas, did I hear someone behind you? Do you have a little companion in your pack that you haven't introduced us to perhaps?"
If Kala takes 20, and Angela and one other take 20 on Aid checks, we're up to a total of 28.

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Almaas looks at Sleeping Sword and is confused.
”I ... I never ... no! I don’t hide anything! Ever!“

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"Oh, well now that's not quite true, Almaas. You are not naked, after all. If you have a familiar spirit, or a pet hamster perhaps, in your pack that is perfectly fine. But I am sure I heard a grumbling. Uh, I once met an alchemist who had grown a parasitic twin that lived half inside and half outside of him..."

The World's Most Interesting GM |

The door slowly opens with sound of straining metal and a puff of stale air.
*CREEE-EAK!!*
The door opens on a wide cobweb-choked hallway that ends in a deep black well. Suspended above the well by thick chains, a massive metal cage shaped like a demon’s head. Even with darkvision the shaft is so deep as to be fathomless. The cage’s door—by all appearances a menacing maw, filled with incisor-like fangs—hangs open to the west. There, a narrow bridge spans the short distance between the ledge and the cage. A small console on the north edge of the bridge bears a single lever.
The demon's head cage is large enough to accommodate 4 Small or medium creatures crowded inside.

The World's Most Interesting GM |


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Rhinshin moves ahead and looks for traps.
perception: 1d20 + 6 ⇒ (13) + 6 = 19 +1 vs traps
And I have trapspotter if we continue to move ahead.

The World's Most Interesting GM |

It looks clear to Rhinshin.

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Kala relaxes slowly, still holding the rope. She watches the door carefully to see if it will close on its own once everyone stops pulling it.
If the door stays open on its own, Kala will untie her rope and pack it up in its place on her pack.

The World's Most Interesting GM |

If the door stays open on its own....
It does.

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Angela takes a step or two into the room and waits for the light source to get closer before risking getting too close to the skull thing. "I want to see what Kalkamedes does in here. If it wasn't the only thing in the room I would say the skull is a trap. I want to see if that is where Kakamedes is headed, though, because we might have to ride the trap anyways if it is..."

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Assured that the door will stay put, Kala strides into the next chamber towards Rhinshin, swiping away cobwebs as she goes. "That thing won't hold all of us at the same time. Who wants to go first with Kalkamedes and Sleeping Sword. Looks like it'll only hold two more. Stinky and I could go, if no one else wants to. Almaas? Rhinshin? You've been good scouts so far. If we can all follow in shifts it would make sense for you to go first."
She makes her way to the control panel and examines the lever. "What's this for?" She mutters.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

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Scampering after Kala, Stinky stops once or twice to shake his coat, trying to dislodge cobwebs from it. He patters over to the edge, glances down into the eternal darkness, sneezes thrice, then plops down right next to the precipice to scratch his ear with a hind paw.

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"Uh, assuming that is some sort of lift car? I cannot see the bottom of the lift shaft. It would be best if friend Kalkamedes stayed up top until one car load of us has gone down. Otherwise, we might find that he continues his meanderings with only half of his escorts to hand.
That lever would seem to be needed for calling the lift car back."
Lift = Elevator, in the Queen's English :)

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"I fear we may need to tie down our dear friend if we wish to ride it down with him. Seeing how he has recently been throwing punches, kicks, and the occasional well-placed headbutt."
Lynn examined the cage and thought to herself for a bit. "I suggest Rhinshin and myself go with them to scout for traps, while Almaas stays back here to prov8de rear guard."
She pointed to the lever and questioned it for a moment. "Hopefully there is one at the bottom of the shaft that can send us back up, i'd rather not split-up especially when dealing with the runelords."

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Rhinshin looks at Lynn and cocks his head. He then quickly nods, hoping not to offend someone with a gun. "Sounds good"

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Rhinshin looks at Lynn and cocks his head. He then quickly nods, hoping not to offend someone with a gun. "Sounds good"
Diplomacy at gun point! Powerful!
Angela gives the shaft and the cage a contemplative look, clearly not wanting to ride the dang thing but also really not wanting to be left alone up here. She gives the lever another look as an idea dawns on her. "May we perhaps want to try using the elevator, or lift as Sleeping seems to all it, without anyone in it? We don't know how old the thing is and if it can even ake the trip. Also it might give us an idea of just HOW far we might be falling if it fails..."

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Almaas nods at Lynn.
"Good, I will stay in the back!" he says and raises his bow to observe their surroundings.

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"Good idea, Angela. Anyone say no?" Kala's hand hovers over the lever as she looks around for the group's input. If no one says no, she'll pull the lever.

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"Give me a moment so i can check out the mechanisms, and then we can test it." Lynn put her weapon away, not wanting to drop it or anything when she really needed both of her hands. She went about examining the chains and all the hinges taking her sweet time to go over what she could.
Gonna take 10 for a 17 know:engi

The World's Most Interesting GM |

Lift = Elevator, in the Queen's English :)
Aren't you missing a few superfluous Us. The Queen's English always has a few extra letter Us sprinkled in commoun everyday wourds that doun't really need them. ;)
Are you planning on hog tying Kalkamedes? He plainly wants to step into the ghastly conveyance.
Lynn looks over the device. The lever has three positions west, east and straight up as it is positioned currently. She nods at Kala who works the control level first dragging it west.
The demonic face's mouth snaps shut with frightening speed. But that is all that happens.
Kala drags the lever to the east. As it passes through the middle position the mouth opens suddenly. When it finally arrives in the eastern position the mouth snaps closed again the visage conveyance descends smoothly down the well. The mechanism even though it is several millennia old works flawlessly as far as Lynn can tell... and perhaps that is the scariest thing of all.
Using the old Absalom method of counting seconds (One Absalom. Two Absalom. Three Absalom...) and waiting for the lift chain to stop moving the party figures it takes the device 30 Absaloms to reach the bottom.

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In a sardonic voice, Kala remarks: "Okay, so no trying to cram anyone extra in there. Ouch." She switches the lever to the west, assuming it'll bring the contraption back to their level. (If it doesn't slide into view within 30 seconds, she'll move it back to the middle position.)
@TWMIGM: How tall is the interior of this cab?

The World's Most Interesting GM |

About 8'.
The device rises when Kala pulls the lever to the west.