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The party finds no traps on the doors, or the door down the short hallway. And there's no magic in the room with the dead morlocks.
I moved you guys up
Opening the second door, you come to a room with an idol.
In the center of this alcove stand the vandalized remains of what is
barely recognizable as a statue of bird-headed being with serpents
for legs. Long, bronze tubes line an alcove behind the statue.

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Yroh peers at the statue intently.
Knowledge Religion: 1d20 + 4 ⇒ (9) + 4 = 13
"This is terrible art. Not even worth reporting on. But we will do so anyway!"

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Planes: 1d20 + 16 ⇒ (9) + 16 = 25
"Not art... religious fanaticism. This is supposed to look like Abraxas the demon lord of forbidden knowledge and magic... get your cold iron and holy weapons ready!" says Riltar, staying at the ready while Muddy and Bro-Two-Nine gets technical around the next door.

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"No wonder the art is terrible, the subject is too!"

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29 Steps pulls a chain with a hooked blade on one end & a weight on the other. The blade glitters as only mithral does, while the weighted end has that flat gray color of cold iron.
Another Perception check for traps: 1d20 + 21 ⇒ (19) + 21 = 40

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"Cold-iron arrows at the ready." Muddy informs his teammates as he shakes the quiver on his back.

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And the door swings open to reveal...?
stealth door opening: 1d20 + 22 ⇒ (14) + 22 = 36

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@GM: north please

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@GM: north please
Steps finds a tunnel in the wall leading north into another rubble filled stinky room. He easily defeats the lone guy in the room before the morlock can cry for help.
there's a single morlock here. No challenge for you guys
Moving north again, Steps finds another tunnel leading northward and hears guttural sounds coming from behind the rocks.
moving in?

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Yes please

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Yroh allows his stealthy teammates to go ahead instead of barging in with his usual loudness.

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Nimble gnomish reflexes work to stealthily sneak his way into the next area while being alert for the source(s?) of the guttural sounds.
Stealth: 1d20 + 22 ⇒ (3) + 22 = 25
Perception for traps: 1d20 + 21 ⇒ (16) + 21 = 37

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Stealth: 1d20 + 12 ⇒ (12) + 12 = 24

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Moving in, Yroh sees the greatclub and thinks it would be a great souvenir.
Pilfering Hand Disarm: 1d20 + 13 ⇒ (5) + 13 = 18

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Muddy quickly marks the green and yellow creatures as his prey and makes a short hop to the left away from the doorway. With clear line of sight at green, he unleashes a volley of arrows at it...
All attacks & damage include Studied Target bonus.
+1 Comp. Longbow, deadly aim, rapid shot & PBS: 1d20 + 10 + 1 + 2 ⇒ (13) + 10 + 1 + 2 = 26
normal arrow: 1d6 + 10 + 1 + 2 ⇒ (3) + 10 + 1 + 2 = 16
sneak?: 3d6 ⇒ (3, 1, 4) = 8
+1 Comp. Longbow, deadly aim, rapid shot & PBS: 1d20 + 10 + 1 + 2 ⇒ (9) + 10 + 1 + 2 = 22
normal arrow: 1d6 + 10 + 1 + 2 ⇒ (4) + 10 + 1 + 2 = 17
sneak?: 3d6 ⇒ (2, 3, 4) = 9
+1 Comp. Longbow, deadly aim, rapid shot & PBS: 1d20 + 5 + 1 + 2 ⇒ (8) + 5 + 1 + 2 = 16
normal arrow: 1d6 + 10 + 1 + 2 ⇒ (2) + 10 + 1 + 2 = 15
sneak?: 3d6 ⇒ (4, 5, 5) = 14

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Riltar casts an intensified shocking grasp then moves towards blue to deliver it via rapier conduction!
Intensified Shocking Grasp via Spellstrike, Swift Action to activate Arcane Accuracy
Spellstrike Atk, +2 Keen Shocking Burst Adamantine Rapier, Intensified Shocking Grasp, Arcane Accuracy: 1d20 + 16 + 3 + 4 ⇒ (10) + 16 + 3 + 4 = 33
adamantine magic piercing dmg: 1d4 + 10 ⇒ (1) + 10 = 11
intensified shocking grasp, electricity dmg: 9d6 ⇒ (2, 1, 2, 2, 5, 6, 6, 6, 1) = 31
shocking burst, electricity dmg: 1d6 ⇒ 3

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Having no flanking partner yet & having a foe (blue) within his kusarigama's reach, 29 Steps opts for a feint-n-smash attack.
apologies for all the steps here.
Performance test vs DC 20 to boost Deception via Rogue's Edge.: 1d20 + 15 ⇒ (14) + 15 = 29
Bluff vs either Blue's 10 + BAB + Wisdom mod or 10 + Sense Motive score: 1d20 + 24 ⇒ (4) + 24 = 28
Weighted attack vs (FF?) Blue's AC: 1d20 + 14 ⇒ (16) + 14 = 30
cold iron K-gama B damage: 1d4 - 1 ⇒ (1) - 1 = 0
sneak damage: 4d6 ⇒ (5, 6, 4, 1) = 16
The greyish-blue gnome finished with a 5-ft step back toward the party.

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Seeing the one with the greatclub as the greatest thret, Patros darts forward to deal with him.
i can get to any of them...unsure which on he is...can someone move me to him base combat please?
He lashes out at the morlock's legs, trying to knock him down.[/ooc]targeted strike...its a deed...if i hit he's prone...will do a parry/riposte as welll..[/ooc]
attack: 1d20 + 16 ⇒ (18) + 16 = 341d8 + 9 + 7 ⇒ (6) + 9 + 7 = 22
p/r: 1d20 + 16 ⇒ (18) + 16 = 341d20 + 16 ⇒ (10) + 16 = 261d8 + 9 + 7 ⇒ (7) + 9 + 7 = 23
crit: 1d20 + 16 ⇒ (20) + 16 = 362d8 + 18 ⇒ (8, 8) + 18 = 34

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The morlocks drop from Muddy's arrows.
I'm assuming you move on to the other, if the first one drops
Yroh's attack misses as Steps and Riltar move to kill the barbarian. After the attacks, he drops then tries to attack the swashbucker raging.
attack from prone: 1d20 + 10 ⇒ (9) + 10 = 19
Patros easily parries the attack. Swinging the great club aside with his blade, Patros darts for the morlocks ribs, hitting its heart. Killing it easily as the blade stabs into the heart.
combat over.
wow that was easy the barbarian had 120 hp too
Searching the body the party finds a [/i]potion of barkskin (CL 12th), potions of darkness (2); Other Gear +1 greatclub, club, bracers of armor +2[/i]
There's a door to the north and to the east.

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Yroh claims his souvenir as a walking stick.

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Riltar detects magic, looking at the new loot...

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where to? May I suggest to the East?"
Sure - the eastern exit works.
Moving cautiously to the eastern door, 29 Steps listens for sounds of more morlocks on the other side.
Perception for traps/listening: 1d20 + 21 ⇒ (18) + 21 = 39
Stealth: 1d20 + 24 ⇒ (5) + 24 = 29

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East it is!

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Muddy struts up to the east door with the others.
"Me ready. You hear anything, Mister Steps?"

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Steps moves into the hallway and sees -
This short passage that leads to a closed door. The walkway is littered
with piles of stone bowls, skulls, crudely carved idols, and large
chunks of quartzite, hematite, and other semi-precious minerals.
A yellowish light leaks from the crack at the bottom of the door

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Riltar follows the rogue at the ready, renewing his shield spell.

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Yroh readies his shield and follows along.

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Trying to avoid making noise by jostling the haphazard detritus scattered near the door, 29 Steps quietly opens the it...
stealth to open the door: 1d20 + 22 ⇒ (20) + 22 = 42

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Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25
"Anyone have a way to knock?"

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Auto makes spellcraft: disable device DC20 to open if it has no lock; if it has a lock, disable device DC of the lock goes up by 10
"It's arcane locked... which means it locks it if the door has no lock. Expert burglars like you should be able to unlock it easily! be careful to check it has no traps!"

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Muddy happily starts picking up the semi-precious stones. He gasps and exclaims after picking up each piece, "Ooh! A shiny stone!”
Muddy looks at the arcane locked door, then at 29 Steps.
"I look for traps first." he says with a nod, knowing that searching foor and disabling traps is part of his repertoire.
Perception to find trap on door: 1d20 + 12 ⇒ (12) + 12 = 24

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Trapspotter innate Perception check: 1d20 + 21 ⇒ (4) + 21 = 25
Alas, there's another line that speaks of doors under the effects of an arcane lock spell.
A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

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Guys you can use disable device the spell expressly says so; it's just harder

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Not my read of the spell, but I'll make a check in case Qstor rules it that way. What the spells says is that a lock is harder to pick but a door held by the spell is only burstable, barring the use of the Knock spell or a Dispel Magic.
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.

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And, I forgot to include the Disable roll...
Disable check with Muddy's assist: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32

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"Breaking in" a house does not necessarily mean exploding the door in a million pieces. It's a general English word that conveys the fact that you're gaining access without authorization. Like via thieves' tools or a big bad boot. The spell suffers from lack of game-specific language, but it's clear that you can bypass a 'no lock' arcane locked door with a DC 20 disable device; otherwise what's the point of the disable device section if you must destroy the door to open it? EDIT: Yes, IRL, changing locks without permission is considered breaking and entering as well...

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Muddy dons his magical goggles that helps him to disable traps more easily. He sidles up to Steps and assists in disabling the magical lock...
Disable Device: 1d20 + 16 ⇒ (11) + 16 = 27

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yeah it's harder a Disable check would work. That's my reading
Steps and Muddy are able to open the door. There are no traps. Inside are small piles of bits of wood and stone as well as a naunet protean (worth 500 gp), a 1-pound chunk of hematite worth 100 gp, and 23 assorted
semi-precious gemstones worth 50 gp each. There's nothing else in the room apart from the gens.
I'm assuming you grab the gems
A mouth appears in the air.
"“Take what you wish, but know this—whatever you carry away from
this place, you will pay for tenfold.”
where 2?