
GM Ladile |

While Data begins fiddling with the trap, Djahan and his phantom take the lead on investigating further to the south. As most of the group trail after him and take a moment to look around you realize that most of this level is actually open, allowing you to look down on much of the first floor.
Making use of the phantom as a scout, you begin systematically investigating each of the doors you come to. The first leads to an outdoor garden that wraps around much of the second floor, mostly consisting of (overgrown) hardy, cold-environment plants that thrive in mountain country.
The next door leads to a posh room containing a bed, a large mirror, and an armoire. It looks as though it's been recently occupied and further inspection of the armoire reveals clothing sized for a small, humanoid creature. Djahan's scan for magical auras both in the garden and in this bed chamber come up clean, with no auras to be found.
Data finds that the strange, mechanical trap is a tougher nut to crack than he'd initially expected but thankfully he doesn't break (or trigger) it in his attempt to disable it.
Data is free to try the check again since he didn't fail by 5+ :)
______________

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"Let us keep exploring," Onye suggests. "We can return to the trap later."

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Djahan nods and moves to the next door and then looks at the phantom.
With a grin the ghost-like forms moves into the room to see what it can find and returns.

Djahan's Young Fractured Mind |
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”This place is really not funny … and I’m actually funny in any place so this really means something… “ the whimsical ghostlike young Djahan says slightly depressed.
perception : 1d20 + 6 ⇒ (9) + 6 = 15

GM Ladile |

To speed things up a bit, we'll go ahead and assume you scout out the rest of this floor before deciding what to do next.
Moving along to the next door, you all note that this one is made of iron (Hardness 10, HP 60, Break DC 28) and barred with a lock of superior quality (Disable Device DC 40). Djahan's phantom takes a quick peek inside and discovers that this room contains several wooden racks filled to the brim with weaponry - seems you've found Ostegarde's armory. The phantom also notes a single weapon displayed on the wall - a large heavy mace.
Continuing on to the next two doors, Djahan's phantom discovers them to lead outside to open-air turrets that are topped with crenellations. They would offer a magnificent view of the surrounding countryside, were it not for the raging storm.
Lastly, you make your way around the walkway to discover a series of small rooms grouped together near the stairs that lead down into the foyer; these all appear to have once been guest rooms but have at some point been stripped down and refurnished with simple cots. A search of these rooms reveals nothing of interest.
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"You want to try the armoury door, Data? Or maybe the trap again?"
An idea occurs to Aurora: "What kind of trap was it anyway? Would a torrent of water trigger it at a distance?"
Aurora could try blasting the trap's trigger with Hydraulic Push, though it's not a standard use for the spell so it's effectiveness is up to the GM.

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It looks like we missed something on the first floor.
"Weapons am boring. We am supposed to finding demons. No am here. Means they am all downstairs."
Even if Demm had Knock, still couldn't open the vault.

GM Ladile |

Based on observation you all know that the trap will automatically reset even after being triggered if it's not disabled. That said, Data can try again to disable it or I'll entertain other creative ideas to jam it or otherwise keep it from triggering!

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"If we pushed the cabinet or stood the bed and pushed it in the way of the trap, we might be able to break the function," Onye suggests.

GM Ladile |

Though Onye and Aurora brainstorm a few backup ideas, Data is able to render them a moot point as he once again fiddles with the trap and finally hears a satisfying *chk* as the mechanism is disarmed!
With the trap now disarmed, you're able to safely access the hidden panel at the back of the closet that Djahan's phantom had spotted earlier. The panel opens to review a stout ledge, hanging over a shaft where a series of iron rungs vanishes down into darkness...

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Djahan tries to look down the ledge.
perception : 1d20 + 4 ⇒ (2) + 4 = 6

GM Ladile |

Carefully peering into the shaft Djahan can see that it descends nearly 40 feet downward before opening up into clear pool of water, much like what you found when you investigated the well in the kitchen. The iron rungs also descend all the way down and look to be quite sturdy, so descending shouldn't prove difficult at all.
The tiefling doesn't hear or see anything immediately suspicious or alarming.

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"If we no am caring, Demm tad-draguni can lighting the tunnel."
Dancing Lights anyone?

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"Well this is interesting. Why does this surface-dwellers' house have so many access points to a watery sub-level? Was it occupied by an amphibious species?"
"You can go ahead and make your light, Demm. Shall I go down?"

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Pfft. Who else am going down Fishlady?
Demm casts a spell and send four orbs down the shaft.

Djahan's Young Fractured Mind |

“I can come as well. I can’t fly but I’ll float down and then be with you Aurora!!“ the whimsical ghost like creature says with a big smile.

GM Ladile |

Demm conjures four lights and sends them down the shaft, whereupon Aurora begins making her way down the rungs. Djahan's phantom floats down behind her, curious to see what lies below.
The iron rungs continue all the way to the floor, leading into a clear pool filling the bottom 10 feet of the room. The chamber's walls depict Asmodeus in all manner of triumph. A stone stair rises from the pool to a dais on the room’s eastern end, where several dark robes hang on hooks. An ornate double door in the east wall provides the only visible egress from the chamber.
As Aurora (presumably) slips into the water below and submerges, she notices a culvert in the southern wall, roughly 10 feet below the waterline. It disappears into darkness.
Aurora & Djahan's YFM are on the Basement map; everyone else is currently on the Second Floor map.
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I think we did not break the door of the armory, right?
Djahan starts to crack the armory door open with his crowbar.
str : 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
str : 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
str : 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

GM Ladile |

While Aurora explores down below, Djahan decides to backtrack to the highly-secured armory and attempt to simply break down the door. Taking care to not get banished back to the Ethereal Plane, his phantom quickly ascends the hidden shaft and follows after him.
Djahan tries to work the armory door open with his crowbar but even with the added leverage, he quickly discovers that iron doors do not break easily. This is probably the point of having an iron door in the first place.
That said, on his third attempt he finally seems to be making some headway as the door shudders on its hinges...
______________
If a couple of people can Aid Djahan on that last check, you'll be able to meet the Break DC and get the door open~

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STR (aid): 1d20 - 1 ⇒ (16) - 1 = 15

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"Down appears to be the only direction left to search for these fiends," Onye says as he accidentally steps backwards and into Demm tad-draguni while the kobold is helping the tiefling push the crowbar.
Strength (aid): 1d20 + 2 ⇒ (10) + 2 = 12

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"Oh don't mind me" Aurora calls up the shaft. "I'll be here when you get back. Me and Asmodeus here."
She keeps her head above the water but enjoys the swim despite the ominous decoration.

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"We AM no minding you fish-elf. No am asked you for permission. We am just doing it."

GM Ladile |

While Aurora hangs out down in the basement pool, the rest of the groups sans Felix (who decides to keep watch at the top of the shaft) follows Djahan back to the armory.
Working together, Djahan, Demm, Onye, and Data manage to finally force the door open and are greeted by a plethora of weapons carefully stored on weapon racks. Sadly, there doesn't seem to be any ammunition of any sort.
You can find one of any Simple or Martial weapon listed on Table 6-4 of the CRB.
You can now also inspect the large heavy mace hanging in a position of prominence on the wall. It appears to be made of cold iron and is of masterwork quality. The words 'Hell's Gavel' are inscribed on the handle.
Hell's Gavel is a Large Masterwork Cold Iron Heavy Mace.
There doesn't seem to be anything else of interest in armory and further inspection does not turn up any magical auras here.
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”Okay, nobody trapped here so let’s go down to Aurora. Is that ok?!“ he asks.
In case all agree he’ll start to descend.

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Data looks to Djahan, then to the cold iron mace, and then back to his other companions, his circuitry blinking like a blinking beacon.
”Perhaps we should take the mace with us? It’s a formidable looking weapon and its presence here suggests it might be…significant?”

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“Of course, please don’t ask for permission… otherwise Demm tad-draguni potentially sees this in a negative light! Take it!!“ Djahan says with a smile at Data and the kobold.

GM Ladile |

With it fairly certain now that there's nowhere else to go but down, you take Hell's Gavel for yourselves and return to the shaft entrance where you begin making your way down one by one.
(Reposting the description for clarity.)
The iron rungs descend from a vertical shaft and continue all the way to the floor, leading into a clear pool filling the bottom 10 feet of the room. The chamber’s walls depict Asmodeus in all manner of triumph. A stone stair rises from the pool to a dais on the room’s eastern end, where several dark robes hang on hooks. An ornate double door in the east wall provides the only visible egress from the chamber.
As each of you enter into the water you notice the same thing that Aurora noticed earlier - a culvert in the southern wall, 10 feet below the waterline. It disappears into darkness.

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Djahan shivers when he sees the art dedicated to the lord of hell.
”I … I never mentioned it before but I … my father was a Velstracs, called kytons by those outside of their society. They are cruel, amoral fiends from the Shadow Plane or from hell obsessed with sadomasochism and self-perfection. They thrive on the fear and pain of mortals, which they inflict with both supernatural dread and physical torture. I … I was born in Dis and … and had to endure… ehh a lot … and my mother sold her soul so that we could escape… “ he says slowly and wants to continue when …

Djahan's Young Fractured Mind |
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… when the Phantom suddenly shouts!!
You witness that the ghostly form burst into emotions of shock and fear … the translucent creature twists it’s visage, mannerisms, and even personality in anger!!
”STOP TALKING ABOUT IT!!!“ the phantom shouts.
”Please … “ the young Djahan says with a pained expression, ” … please don’t talk about it… “

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Aurora swims over. "Oh, Djahans" she says with sadness. She's about to speak again - but instead keeps her thoughts to herself.
His quest for self-perfection, an infernal inheritance! The spirit is conjured by his emotions - almost like an undead ghost, yet alive! Fascinating. What will become of them when his flesh expires?
"Feed your pain, Djahan" the mermaid says softly.

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The amurran looks toward the phantom. His golden eyes blink behind the wooden tiger mask, which keeps his expression inscrutable. After a moment of silence, he says, "Shall we pass through the doors or send Aurora to explore the passage within the water?"

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Djahan immediately stops talking after the phantom’s drastic reaction.
“I … I’m sorry … “ he says and then looks at Aurora and swallows hard after her comment.
He moves to the phantom but the incorporeal creature just floats to a corner and turns around while sobbing with the soft voice of a child.
Djahan nods at Onye.
“I think the door will less endanger Aurora… especially as she’s alone down there!“
He moves to the door and looks for traps. In case he doesn’t find any he’ll open the door.
perception, guidance spell : 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
In case the door is locked, he tries to break it with his crowbar.
strength, crowbar, guidance spell : 1d20 + 3 + 1 + 2 ⇒ (20) + 3 + 1 + 2 = 26

GM Ladile |

After an awkward pause, Djahan turns his attention back to the task at hand and moves to inspect the double door that leads out of this strange chamber. He's fairly certain that there aren't any traps on it and noting that it isn't locked, cautiously opens it.
From the open doorway Djahan and the rest of you can see a corridor that stretches away towards the east, down a short set of stairs. A passage leads off to the south down what looks to be another set of stairs while further down the corridor you can see a lowered portcullis. Beyond the portcullis the corridor appears to turn a corner and lead away to the south.

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Onye advances cautiously into the corridor and begins to descend the short flight of stairs.

GM Ladile |

Onye cautiously advances into the corridor and peers around the corner towards the southern passage. Two sets of stairs flank this 50-foot-long corridor, sinking the avenue 10 feet under the lip of an overhanging balcony to the east. A horrifying mural of the Nine Hells covers the entirety of the 50-foot-by-20-foot west wall.

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Djahan nods at Onye after he secured the aisle. He walks to the next hallway and peeks in.
perception : 1d20 + 4 ⇒ (1) + 4 = 5

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Demm perks up slightly at the mural. He studies it with detached practicality. "Am this accurate?"

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While the surface-dwellers go to scout the corridors, Aurora remains in the water. She drifts over to the sobbing phantom.
"I am sorry, Djahan-in-Spirit" she says in a kindly, lyrical voice. "For what you went through. But also I'm impressed with your strength. You exist only because you are strong. One day, I am sure, you will not need Djahan-in-Flesh. You will be free from him, to do as you wish, and you will not be constrained by a mortal lifespan, nor by the weaknesses of frail flesh."
A living ghost! What a triumph that would be, from such adversity!
"You are strong, Djahan-in-Spirit, and you have a friend in me."
Aurora retreats from the grieving shade, and pulls herself up out of the pool. Her tail once more is exchanged for legs.

Djahan's Young Fractured Mind |
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The phantom looks at Aurora and stops sobbing.
It’s almost as if every word that Aurora says let’s Djahan-in-Spirit come back from his unstable state.
The phantom follows Aurora.
”Oh ….. ehh … wait a moment. Well, you are so sweet. Really!! I … I think we can be friends. I’ll protect you!! I promise!!“ the young incorporeal Djahan says with a sly smile.

GM Ladile |

Djahan moves to investigate the other passage further down the corridor but finds his progress blocked by the portcullis. He's sure that there's probably a mechanism somewhere to open it but looking around, he doesn't immediately spot one. It might be somewhere on the other side.
Hardness 10, HP 60; Lift DC 25 if you want to try and force it open.
Looking around the long hallway Data doesn't notice anything suspicious or dangerous...but it does occur to him that it might be possible to climb up to the balcony from the hallway. It wouldn't be especially easy, but it's doable.
DC 20 Climb to climb up to the overhanging balcony; map updated to clarify what's what and where things are!

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Djahan starts to crack the portcullis open with his crowbar and some guidance.
str : 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
str : 1d20 + 3 + 1 + 2 ⇒ (18) + 3 + 1 + 2 = 24
str : 1d20 + 3 + 1 + 2 ⇒ (20) + 3 + 1 + 2 = 26
He then moves forward and checks the other hallway.
perception, guidance : 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17

GM Ladile |

After a couple of tries Djahan is able to brute force the portcullis and lift it up enough to duck underneath it. Turning the corner he heads up a short set of stairs to reach the balcony seen from the corridor below.
This grand chamber overlooks a sunken hallway via a balcony. Other than the balcony, the only other available exit from the chamber is back to the north through the portcullis. There was once a southern entrance, but it now lies buried under several tons of rock, impassable without magic or hours of labor. On the chamber's eastern edge, a tricky lifting mechanism protrudes from the stone wall. In the chamber's center, a desk faces the balcony and the grand mural beyond. Two portals have been carved into the stone floor, their recessed lines stained reddish-brown.
The stains on the portals are dried human blood.
You suddenly recall that one method of retuning a portal from one location to a different location involves tainting it with blood.

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Djahan moves into the room and first uses the lifting mechanism to open the portcullis.
Djahan then moves in and looks around with some guidance.
heal : 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12
kn planes, clear ear : 1d20 + 5 + 1 + 2 ⇒ (13) + 5 + 1 + 2 = 21
“Hey everyone, there is portal here and there are stains on the portal that I believe are dried human blood!“
He thinks a moment.
”I recall that one method of retuning a portal from one location to a different location involves tainting it with blood! These people have been doing evil stuff here!!“
The young phantom follows to keep Djahan and Aurora within line of site.

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Onye moves down the lower hall slowly while the tiefling explores above. "It looks like an easy enough climb to get to you," the catfolk comments. "What have you found?"