E3 — The Servants’ Stair
S2-E3 · Upper Level · Moderate hazard
The Servants’ Stair
Narrow stairs wind between walls warm as an oven. Brass service bells hang at every landing, their clappers tied to black thread.
This is the quiet route around the gallery. The party must cross it while ash-servants carry sealed trays below. The stairs are cramped, vertical, and full of hiding places.
Success: The party reaches the landing near S2-E4 and may choose who scouts ahead.
Complication: A rung or bell gives way, releasing a choking ash cloud. If the alarm sounds, a moderate patrol enters the stairs but withdraws after 3 rounds.
Delay clock: After two rounds spent planning, one tray cracks open. The cloud imposes concealment but does not block movement.
PF2e Challenge
The Servants’ Stair Challenge
Primary CheckStealth, Thievery, Acrobatics, or Athletics DC 16
ProgressAchieve 3 successes before 2 failures. Every 2 rounds of delay adds one escalation, but never removes the route forward.
Critical SuccessThe party crosses unseen and chooses who scouts S2-E4.
SuccessThe party reaches the landing quietly.
FailureA service tray cracks and releases a choking ash cloud; movement continues.
Critical FailureA bell rings and a moderate patrol enters the stairs; it withdraws after 3 rounds.
S2-E3 · Moderate Hazard · Level 2
Black-Thread Bellwire
StealthPerception DC 18 to notice the hazard before it triggers.
DisableStealth or Thievery DC 16; 2 successes.
TriggerCharacters take the location’s risky action or fail the associated challenge.
EffectA bell rings and two ash-servitors emerge from the lower landing. The patrol withdraws after 3 rounds if the alarm is not repeated.
ResetThe hazard resets after 10 minutes unless its anchor is disabled.
Delay: Every 2 rounds after activation, add one environmental complication, but keep the route forward open.