| Naugrimm Firebeard |
“Can’t say I know much bout disarming traps, maybe we should ask the guard, he must know somethin bout it or the Lady Walder.”
Go back and ask if there is a pit trap in front of the vault and if they can deactivate it. Also ask if we need a key for the vault door.
| Mysterious Storyteller |
Lady Walder-Indeed, but the pit trap only operates if you activate the pressure plate inside the vault. It didn't appear that anyone got inside so I wasn't that worried about it and didn't think to let you in, but I suppose it's best to be thorough. Here's the key. Please make sure you bring it back. She describes how to deactivate the trap once you enter the vault. Clearly her grief is overwhelming-you can't imaging her ever telling you all this, much less giving you the key unattended otherwise.
| Naugrimm Firebeard |
Back to the vault with the key and deactivate the trap and enter the vault and inspect it.
perception: 1d20 + 7 ⇒ (9) + 7 = 16
| Eterran |
perception: 1d20 + 6 ⇒ (8) + 6 = 14 Check out the inside of the vault.
| Mysterious Storyteller |
1d20 ⇒ 13
Beyond the heavy steel door, this darkened chamber is lined with shelves, including freestanding shelving in the center. There is ample room in the vault, but labeled boxes, bags, weapons, and armor are spread throughout.
It appears that the vault contains the Walder family's better collection of items, gems and jewelry, and masterwork weapons and armor that were not on display upstairs. As well there are stacks of various coins minted both in Andoran and in neighboring countries. It appears that there are even a few secure cases belonging to well-to-do citizens of the town that are paying to keep there precious belongings stored securely.
After about 30 seconds or so the doors to the vault begin to close on their own!
| Naugrimm Firebeard |
“What the hell?”
Throw the keys to Weed.
throw: 1d20 ⇒ 4
| Eterran |
Take my battleaxe and wedge it in the door to keep it from closing.
| Rodion |
Is there a way to open the doors from the inside (particularly with the key)?
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Rodion picks up the keys. If Rodion doesn't notice an internal opening mechanism, he will try to toss the keys to Weed.
| Mysterious Storyteller |
Rodion locates the secret panel inside the shelves just east of the vault entrance. He flips the switch inside and the vault doors swing open once more.
The party hears some muffled cries for help from beneath the floor in front of the vault doors. Simultaneously, a smooth-skinned humanoid bolts out a hidden spot from within the vault and races up the stairs towards freedom.
Party action.
| Naugrimm Firebeard |
Grimm follows at the slower pace allowed by his smaller stature.
| Naugrimm Firebeard |
“Get’em Weed!”
Grimm stops short of the grease.
| Eterran |
Stoopid paizo, lost my post.
I'll try again.
reflex: 1d20 + 2 ⇒ (14) + 2 = 16
| Mysterious Storyteller |
The humanoid's miraculous sprint through the area of grease is followed by Weed's equally miraculous performance and then Eterran's as well. Rodion questions his spell selection for the day!
1d20 ⇒ 15
The silver-grey skinned moves quickly through the upper level of the store and dodges past startled guards before breaking out onto the streets.
Weed/Eterran roll d20 to see if you make up any ground on the fleeing foe.
| Naugrimm Firebeard |
know nature: 1d20 + 5 ⇒ (14) + 5 = 19
“Let’s wait here, let the lads chase down the skulk. Besides we need to figure who’s crying for help, maybe someone’s in the trap.”
To the person under the floor.
“What you be doing down there?!”
| Weed |
weed curses.and slowly and more discreetly continues along in the direction the fleet footed foe continued in...keeping a sharp eye all about him....perception: 1d20 + 11 ⇒ (8) + 11 = 19
| Eterran |
After one last glance, head back
perception: 1d20 + 6 ⇒ (17) + 6 = 23
| Naugrimm Firebeard |
perception: 1d20 + 7 ⇒ (16) + 7 = 23
Wait for Eterran to return. Do we know how to open the trap? If not go back to the guards and ask them.
| Mysterious Storyteller |
Weed continues on what he thinks is the trail, looking for any trace. Eterran gets a good look at the fleeing figure and thinks he should be able to positively identify him if encountered again.
Back at the Vault:
Grimm and Rodion can see the clear outline of a false-floor pit trap. The muffled voice pleading for help continues to make noise from time to time.
| Naugrimm Firebeard |
“Can you make sense of this thing Rodion or should we get the guard?”
| Mysterious Storyteller |
Rodion and Grimm arrive at the front office about the same time that Eterran returns. The guards have no idea about the vault as they are never allowed in that area, but the Lady Walder tells you that if you enable the trap you can trigger the false floor opening it and then kill the switch again to keep it open. The party feels highly confident that they can open it and see the contents without mishap.
Screen wash to Weed: Weed continues to look for the fled antagonist. Looking down an alleyway he does see:
ARROWS FROM ABOVE: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 1d6 ⇒ (1) + (4) = 5
ARROWS FROM ABOVE: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 1d6 ⇒ (2) + (5) = 7
A pair of stealthed archers fire down on you from their sheltered position on the roof of an immediately adjacent building.
| Weed |
13/20 hp
Weed takes cover and takes the arrow out for examination later...if he survives....and quickly...very quickly....makes his way back
| Naugrimm Firebeard |
We follow the instructions provided by Lady Walder and see what/who is in the pit.
| Mysterious Storyteller |
Weed makes his way back towards the shop, arrow wound bandaged as well as he can manage. The roof snipers give him no further trouble, although he does receive many curious glances from folks on the streets.
Meanwhile, the remaining three party members return to the vault and open the trap floor revealing another strangely skinned skulk lying about 20' below. The creature looks to have at least one broken leg and is in bad shape. The shouting for help has clearly drained any remaining reserves of energy that it might have had.
It weakly cries up-Help me...
| Weed |
shoulda used my survival skill (+5) when looking for being...dang...
perception: 1d20 + 11 ⇒ (11) + 11 = 22...additionally....ask guards and/or lady walder as i enter shop