
GM MattMorris |

Karasuma and Peribras carefully make their way down the stairs. (Along with anyone else who cares to join them.)
When you open the door, you hear a masculine voice shout, “The air is poison! You must let me out!!”
Stone steps lead deep beneath the earth to a cool, dry room carved into the bedrock beneath the manor. Rows of wooden wine casks line the polished stone walls to the north and west of the stairwell. To the east, an impressive wine rack carved of rare polished woods displays tiers of wine bottles, their labels obscured by a thin layer of dust. To the north, directly facing the entrance, three 10-foot-tall steel vats tower above the stone floor. A sweet, fruity smell hangs heavy in the air.
Handcuffed to the wall near one of the wine vats in the cellar is a wan looking Varisian man, obviously holding his breath and struggling against the manacles that hold him.
Knowledge (nature), Profession (vintner or similar) DC 15
There's no enemy, per se, here, but time is a factor so we're going to go into initiative.
Round 1
Sarma
Peribras
Karasuma
Artoria
Not-Trixie
Grel

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perception: 1d20 + 13 ⇒ (19) + 13 = 32
knowledge, nature: 1d20 + 8 ⇒ (7) + 8 = 15
"We have half a minute before the gas escaping from that vat fills the room with poison. Can anyone seal off the vat?" Peribras points it out, then rushes over to try to get the man out of his manacles.
I'm assuming it is a "tall Varisian man with pierced ears and a long ponytail."
disable device, mwk thieves tools: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

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perception: 1d20 + 13 ⇒ (5) + 13 = 18
Grel walks over the the valve in question and takes a look at it. He tinkers with it trying to close off the valve.
No real relevant knowledge skill, I could hammer the valve?
Not sure what to do here, Peribas. I can create a gust of wind to clear the room if the situation becomes dire.

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Karasuma moves up and glances around for any other non-obvious traps or items aside from the 'poison gas' that the person is rambling about.
Perception(If Take10 not allowed): 1d20 + 19 ⇒ (5) + 19 = 24 +2 for Trap Finding/Spotting
Disable Device: 1d20 + 22 ⇒ (1) + 22 = 23
They do give Grel a 'thumb's up' as they briefly appear while working on the manacles. Taking the other side of them so both Karasuma and Peribas have a shot at it, so it's not a direct aid

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Not-Trixie tries to help Peribas without getting in his - or Karasuma's - way.
Automatic success to achieve DC 10 - if Aiding is possible.

GM MattMorris |

Yes, this is the "tall Varisian man with pierced ears and a long ponytail."
Karasuma doesn't see any more traps. Despite your best efforts, the tricky manacles remain locked.
I think 3 people working on the locks is the most that makes sense for aiding. I'm going to go on to round 2, but if anyone else wants to do a round 1 action, feel free.
Round 1
Sarma
Peribras
Karasuma
Artoria
Not-Trixie
Grel
Round 2
Sarma
Peribras
Karasuma
Artoria
Not-Trixie
Grel

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Peribras tries to help Karasuma with the lock. He will also hand over his masterwork tools if Karasuma has none. can anyone cast guidance?
Auto aid

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Sarma stands guard at the top of the stairs, listening for any patrols.
On the second round, if you guys need guidance he can come down and cast it.

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Disable Device (Aid from Peribas): 1d20 + 22 + 2 + 1 ⇒ (5) + 22 + 2 + 1 = 30 Karasuma has a Vest of Escape, which unfortunately provides a +4 Competence Bonus to that roll already cooked in. Any other aids not factored in.
Also, willing to spend GOOD money for a roll of double digits!! This is Druma, that's legit, right?
Karasuma works quckly on the manacles, moving his tools over them with an earnest and hopeful energy. Did they grease these or something?

GM MattMorris |

Ha! Got it that time! Of anyone wants to do anything else in the basement, let me know.
On your way out of the basement, you spot a fine-looking pair of gloves and an intricately tooled backpack.
Paint (Spellcraft DC 30)
With the manacles unlocked, you have plenty of time to retreat to the kitchen, where the prisoner exhales mightily, then addresses you: "Well met. And to whom do I owe this rescue? "

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spellcraft gloves: 1d20 + 9 ⇒ (10) + 9 = 19
spellcraft bag: 1d20 + 9 ⇒ (6) + 9 = 15
Grel is about to open his mouth but thinks better of it. This must be Bucsa. Are we Pathfinders or not to him? Are we masquerading as Torch's messengers still?

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"We're with the Grandmaster. We came to meet you at the Silver Spoon and found out you were here."

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K, think I'm caught up!
Artoria keeps her mouth shut as the others begin the deception they were sent here for. She occupies herself with looking over the magic items as best she can.
Spellcraft Gloves (guidance): 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Spellcraft Bag (guidance): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

GM MattMorris |

"We're with the Grandmaster. We came to meet you at the Silver Spoon and found out you were here."
Bluff check, please.
Behind the screens: You folks are going to need two successful Bluff or Disguise checks to convince him.

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aren't we still disguised from this morning?

GM MattMorris |

aren't we still disguised from this morning?
You're right. Not-Trixie and Artoria are convincingly-enough disguised as Torch's agents. Please do make a Bluff check if you are going to lie to Emilio, though.

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bluff, untrained, favored enemy human: 1d20 + 1 + 4 ⇒ (9) + 1 + 4 = 14
GM star reroll: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

GM MattMorris |

"Ah, a fortuitous turn of events." Emilio sighs. “That damned Kalistocrat really had it out for me. She came down here every day to rub it in my face that she finally caught me. As if I could forget! She let me in on a little secret, too.” Emilio licks his lips and smirks. ”She researched some ruins in Varisia chock full of treasure and magic. All she needs to trip the wards is the blood of one of the ancient families—that’s where I come in. She’s planning to drag me out to Varisia and bleed me in some cave, then take everything for herself. That’s how I’m supposed to pay my debt. But here you are, busting me out. I know where she keeps her notes, so let’s nick ‘em and take ‘em back to the boss.”
Emilio informs you that the notes are located in the library, in the northwestern corner of the manor.

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"Is that wise?" Sarma frowns from the head of the stairs. "The Grandmaster would be interested in such information, but the longer we remain the riskier getting you out becomes."

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"Mister T. is well-known for rewarding those who take the initiative and provide more value for the initial investment he makes. If it won't compromise the mission, I'm on-board for additional bonuses." Karasuma opines as they briefly appear, then fade back to the background.

GM MattMorris |

One for, one against. Could everyone please weigh in on whether you are going to attempt to retrieve the notes?

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"I bet we can pull it off."

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"Then I shall offer my full support. What must we look for, Emilio?"

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Artoria plants her sword in the ground as she holds it by the pommel. ”I trust in our capabilities. We can accomplish this additional task.”

GM MattMorris |

With your assent, Emilio leads you to the library, which he assures you remains out of use when the mistress of the house is interest.
The servants in the dining room continue to ignore your comings and goings.
When you arrive in the library, Emilio says, "I know the notes are here somewhere, but she hides them among the other books. Look for a plain-bound notebook."
The walls of this room are lined with ebony shelves housing thousands of books. Rolling golden ladders ascend the towering bookshelves. Overstuffed black leather chairs surround rosewood reading tables strewn with texts and scrolls in the western half of the room. The floor is covered in thick white carpet. Frescoes on the ceiling portray images of a white-robed human woman storing gold and jewels in a chest, walking past a group of beggars in rags, and sitting at a table decked with rich meats and cheeses but taking only a loaf of bread.
and adherence to dietary restrictions.

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Knowledge (religion): 1d20 + 10 ⇒ (1) + 10 = 11
"Don't know what those murals are - maybe a family ancestor? - but let's find that notebook!" Not-Trixie murmurs.
Perception: 1d20 + 16 ⇒ (5) + 16 = 21

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Knowledge Religion: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
"Not an ancestor by blood, but by religion." Sarma supplies as the party begins examining the shelves. "It is part of the teachings of the Kalistocrats."

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Perception(If Take 10 not allowed): 1d20 + 19 ⇒ (3) + 19 = 22 +2 Trapfinding, Trap Sense, looking for anything pertinent or important.
Stealth(If Take 10 not allowed): 1d20 + 16 ⇒ (18) + 16 = 34
Linguistics (Looking for any sort of code or cypher to the book organization): 1d20 + 12 ⇒ (4) + 12 = 16
Karasuma walks the perimeter of the room, looking for some sort of rhyme or reason to the library and for anything else that might help find the things the mission target is looking for.

GM MattMorris |

In addition to their insights about the Prophecies, Sarma and Karasuma find a hidden door on the south wall.
Sarma also notices two creatures lurking in the bookshelves. They look like mechanical snakes with skulls for heads. At the moment, they seem to just be lurking.
Not-Trixie, you find a magic book and 6 scrolls on a reading table. Also, there is a very fine set of armor on a stand in the corner.

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Knowledge Arcana, Monster Lore: 1d20 + 7 + 3 ⇒ (1) + 7 + 3 = 11 D'oh!
Sarma reflexively grips his halberd tight before forcing himself to relax. "I do not know what they are, but this room has some sort of guardians." He attempts to discreetly point them out to the rest of the party.

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Grel finds himself in a library once again. This one fare less laden with traps... he thinks. He remains wary of the guardians and follows the group. He peers into the spirit world just in case.
Spirit Sense if the secret door was pointed out.

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"Oh bother - I didn't have space to prep read magic today," Not-Trixie grumbles. "Let's see..."
Spellcraft, Take 10: 10 + 16 = 26 (Go ahead and use for all the magical items if possible.)
When Sarma points out the statues, Not-Trixie jumps in surprise. "Aaah! Goodness, those are a fright, aren't they?" She turns to Emilio. "Maybe it would be best for you to wait outside? If the Grandmaster sent us to rescue you, we all know who is disposable and who is not."
Bluff: 1d20 + 13 ⇒ (15) + 13 = 28
"Now, what are these things...?" she murmurs as she studies one of the "statues" from a position of safety behind Sarma.
Knowledge (arcana), Take 10: 10 + 14 = 24 (if allowed)

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When the guardians are pointed out the barrister gets the heck out of the way -- there's no way on Golarion he wants to get jumped by them, even if his reflexes Improved Uncanny Dodge would allow him to compensate for such a thing. He resists the urge to open the secret door for the moment, as that could potentially start another situation before the guardians are dealt with.

GM MattMorris |

Nothing is hostile in here, so Take 10 is still allowed.
Grel, nothing from Spirit Sense.

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"Ooo, maybe I can copy some of these into my spellbook later!" Not-Trixie says happily. "And I think those things are necrophidiuses - though tougher than most. They resist damage from sharp or piercing weapons - um, just in case that becomes relevant."
GM, what kinds of special abilities do these creatures have?
"Has anybody found that notebook?" she asks worriedly.
Perception: 1d20 + 16 ⇒ (5) + 16 = 21

GM MattMorris |

Not-Trixie, they have two special abilities:
Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth as a full-round action. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a DC 17 Will save or be dazed for 2d4 rounds.
Paralysis (Su) Any living creature that is bitten by a necrophidius must succeed on a DC 15 Fortitude save or be paralyzed for
1d4 rounds.
Sorry, I marked the book on the map but neglected to mention it in the thread. It's on the western wall.

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Peribras has a close look at the bookshelf, trying to see if there are any risks to just carting off the notebook.
perception: 1d20 + 13 ⇒ (12) + 13 = 25

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Not-Trixie calls the other Pathfinders over to a quick huddle.
"Alright, those things are guarding something, and we don't really have time to find out what. We found the journal - let's grab it and get out of here before the guards come back. Karasuma or I can try to snag it undetected - he's undetectable and I've got invisibility options. When we give the signal, everyone else moves back into the dining hall, ready to head back out into the hedges. Unless someone else has another option, let's get moving!" She tries to make the discussion not completely obvious to anyone - or anything - that might overhear them.
Bluff to pass secret message vs DC 20: 1d20 + 13 ⇒ (9) + 13 = 22
Karasuma, I'm fine either way. Not-Trixie's got decent stealth and sleight of hand, plus a wand of invisibility for times such as these - but she also can't hide in plain sight.

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Peribras and I are both very curious what is behind the secret door. But I am on board with a grab and go plan

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"If we go out the way we came, we must pass the guardians. The secret door might be a less obstructed path." Sarma observes.

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"A wise observation. Any path that we can take that might avoid conflict is the most in-line with our mission."

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Grel nods and steps forward to look over the door for traps.
perception: 1d20 + 13 ⇒ (14) + 13 = 27
He'll open the door after checking for safety.

GM MattMorris |

The door does not appear to be trapped, and it opens into the bedroom that Karasuma mentioned.
The furnishings of this room are a dramatic departure from the opulence seen elsewhere in the manor. A four-poster bed carved of ebony stands before a curtained window to the south, while a desk and wardrobe of the same wood stand to the west and east of the room. The elegant decorations are limited to a black and white damask rug and a painting of the night sky on the ceiling.
A door exits to the east, into the great room, and another door sits quite near the secret door and opens into an interior room that you have not inspected yet.

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Peribras considers peeking at the interior room but decides to leave it to Karasuma. Instead he draws his bow.

GM MattMorris |

Seems like proposed options are: 1) Have someone sneaky grab the book while you make your escape. 2) Explore a bit more, then do 1.
What do you want to do?

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Karasuma waits for someone to examine the door for another audible alarm or the like before making any efforts to open it up/check it for traps/whatnot.
Karasuma would like to finish house recon if possible, then grab the book unobtrusively and make a quiet exit. However, he is willing to work with the party should they decide to grab the book and exit stage left.