| DM Feral |
The Cypher Lodge is one of Riddleport’s finest inns, and Grandmaster Torch currently inhabits its finest suite. Flanked by his ubiquitous half-orc bodyguards and the weasel-faced Varisian businessman Guaril Karela, Torch speaks. “I cannot overstate how dangerous Dorianna Ouidda is,” the scarred Pathfinder begins. “She wears many masks, and she uses them all to orchestrate the utter destruction of the Pathfinder Society. As a high profile politician in Andoran, she blocked the Society’s expansion into that nation. As a Gold Agent in the Aspis Consortium, she uses the Consortium’s limitless wealth to frustrate the Society’s business however she can. As the criminal mastermind known as the Spider, she engages in elaborate plots to frame the Pathfinder Society for her misdeeds. Ouidda even hired the Red Mantis Assassins to murder me, although I’m still a step ahead of those assassins for now."
“Dorianna Ouidda is one of the few people on Golarion who know the secret identities of the Decemvirate. She previously crafted an elaborate plot to turn a loyal Venture-Captain against the Decemvirate, and we suspect she is plotting to destroy the Decemvirate even now. Loyal Pathfinders have foiled Ouidda’s schemes again and again. We arranged her arrest in Andoran, but she leveraged her political connections and escaped. The time has come for more drastic action.”
Torch gestures to the Varisian man at his side. “Guaril has a network of informants here in Riddleport, and they’ve identified the Spider’s lair.” Guaril Karela smoothly adds, “I would say ‘observant acquaintances’ rather than ‘informants,’ but no matter. Ouidda owns a controlling interest in the Weaver’s Parlor, a gambling hall in the Free-Coin District. She transacts private business from ancient chambers beneath the gambling hall, visited by only a few trusted associates. These chambers are accessed through a hidden door at the west end of the
gambling hall’s wine cellar.”
Grandmaster Torch continues, “We know the Spider is in her lair now. Enter the chambers beneath the Weaver’s Parlor. Capture Dorianna Ouidda and return with her here. Ouidda may have made notes about the Decemvirate or their identities— bring that information back as well. Let me stress this: Ouidda must be captured alive. We need to learn the extent of her information about the Pathfinder Society and find out whether she has revealed this information to others.”
“You need to make haste, but I don’t want to rush past any questions you have. The better informed you are, the more likely you are to succeed.”
| Amiri the Giantslayer |
Ouidda must be captured alive
Nice! How to chose the wrong Pregen in a glimpse!
So we know who we want to capture and where she will be. What are the establishment's working hours? Should we go when it's open or closed? And do you have any information about who her guards are?
Aerynne Linnaea
|
As she enters the fancy suite, Lirianne tips her hat to the Pathfinders and venture-c... wait, never mind that. She just gives Torch and Karela an even stare. Sent to the seediest town in Varisia with the seediest faction leaders there ever could be? What was she getting into this time?
"Is the wine cellar easy to get to? Or will we have to sneak in there after hours--or maybe enter with a disguise?"
Cairo.
|
"Oh man, I hope I get to work with Kyra this time! I'm sure she'll be there!" Cairo happily strolls into the room, armor clanking, grin on his face until he realizes his hero isn't there. The grin leaves and he is a bit more somber. "So we just have to capture her? You said she escaped after you arrested her last time. What will keep her from doing that this time?"
| Ezren the Pregenerated |
Ezren listens to the Grandmaster's speech with a skeptical look clear on his face. As his companions pepper Torch and Karela with questions, the look approaches one of outright scorn. "With all due respect, what makes you think she doesn't know we're having this conversation right now? She knows the Society's deepest secrets, things I could only guess at. We've found her bolt-hole - who can say what she's found about us?"
Shaking his head as if in disgust, he continues, "Still, if we've got a chance to capture her, I suppose we have to take it. Society work is all about taking those risks, to advance to our goals, eh? So, as the others have said, what can you tell us about her security? Magical protections? Do your sources say when she's there, or is she there all the time?"
| DM Feral |
So we know who we want to capture and where she will be. What are the establishment's working hours? Should we go when it's open or closed? And do you have any information about who her guards are?
”The Weaver’s Parlor runs long hours but I suggest you approach while business is at its busiest. This will give you the most distraction and allow you to move about unseen. I can’t say for certain what her security will be like but Ouidda will be in her chambers below the Parlor where I suspect she’ll have minimal defense.”
| DM Feral |
"Is the wine cellar easy to get to? Or will we have to sneak in there after hours--or maybe enter with a disguise?"
”The wine celler won’t be difficult to locate or reach once you’re inside. The commotion caused by the general business within the place should give you all the distraction you need to move about and see to your task. A disguise wouldn’t hurt but won’t be necessary. Riddleport is a town of pirates and thieves, a few Pathfinders won’t stand out.”
| DM Feral |
Ezren listens to the Grandmaster's speech with a skeptical look clear on his face. As his companions pepper Torch and Karela with questions, the look approaches one of outright scorn. "With all due respect, what makes you think she doesn't know we're having this conversation right now? She knows the Society's deepest secrets, things I could only guess at. We've found her bolt-hole - who can say what she's found about us?"
Shaking his head as if in disgust, he continues, "Still, if we've got a chance to capture her, I suppose we have to take it. Society work is all about taking those risks, to advance to our goals, eh? So, as the others have said, what can you tell us about her security? Magical protections? Do your sources say when she's there, or is she there all the time?"
”She may know of a general intentions but she does not have the specific details and she does not know of this meeting. I take great pains to make sure the places I conduct my business are secure both magically and physically. I have no doubt she knows each of you and what you’re capable. What she doesn’t know is that you’re working for me.”
”I can tell you she’s a spellcaster with a talent for enchantment and illusion. I suggest you come prepared and do not underestimate her. She may have stayed in power by deception but we should not assume she’s incapable of defending herself.”
| Ezren the Pregenerated |
Ezren casts a glance at each of his fellow pathfinders, then says, "Well, a couple of you would be well suited to just kill our quarry outright, if that's what we wanted. Bit of a pity it's not, eh? In any case, Cairo, aside from whacking Ouidda with your scimitar and then healing her, do you have any particular abilities that would be useful in capturing her?"
Without waiting for an answer, Ezren continues in his curmudgeonly fashion, "I'm also a bit better suited to lighting her on fire or otherwise ending her life, but I'll prepare a spell that may be able to charm her into being my friend - though she's likely to resist its effects. If it works, though, it will certain make bringing her in a good deal easier."
Looking again at each of them, he says, "So, what do you bring to the table?"
Switching memorized spells, adding charm person, removing burning hands.
Cairo.
|
"I bring along the blessing's of Sarenrae herself, instilling you all with fervor or with the strength of a hero. I can help protect you from her enchantment magic, or fear magic or even just try to dispel whatever evil magics she tries to use. I can also summon something to help capture her too."
| Amiri the Giantslayer |
Amiri grips her huge sword handle on her back and raises it a bit, showing off:
"Well, I'm sure I could split her in half if i got the chance, but to capture i might be able to hit her with the sword's plain side, tough I'm not used to doing that. We off course can cause some scratches to make our task easier".
Aerynne Linnaea
|
Lirianne fondly pats the gun holster at her waist.
"I ain't much help when it comes to knocking someone out, but I can at least get her down on the ground or a bit woozy in the head. Maybe friend Amiri here could grab her and tie her up--blindfold and gag her and the spells won't be no problem."
| DM Feral |
Having heard everything they need to, the party departs for the Weaver's Parlor.
Adorned with carved columns, the Weaver’s Parlor is a majestic wooden building with a soaring, peaked roof. Above the entry is a sign showing a buxom naked woman weaving a long scarf draped around her hips. Small groups of onlookers crowd around the gambling hall’s windows, but three Gendarmes the city guard of Riddleport hastily interview all prospective entrants at the door.
| Amiri the Giantslayer |
Amiri sees the people being interviewed, stopping and asking her fellows in particular:
Do any of you needs a bodyguard? Cause i don't have enough gold in my pocket to pass as a gambler
Or i can hide my Large Bastard Sword under my shirt and go undercover ^^
Aerynne Linnaea
|
"Gambling's something you do every time you sign up to one of these Pathfinder missions, friends. Roll the dice and hope you get out of 'em alive."
Out of sight of the gendarmes, Lirianne deftly slips her twin pistols into a hidden, inner coat pocket where they are not easily visible. Even though most other patrons seemed to have weapons, better to be seen as innocent than planning something.
Sleight of Hand: 1d20 + 14 ⇒ (11) + 14 = 25
"Just tell 'em we're here to play some blackjack. I'll even play a hand or two so it's not a lie, if we need to."
Aerynne Linnaea
|
Lirianne arches a brow at this man... Cairo's almost innocent obsession going on here. He was like a little puppy dog or something.
"Girl's a bit too serious for me to handle, but she's a capable lass. Good head on her though. Very dependable sort. Anyway, shall we head on in?"
Itching to get things underway rather than pussy-footing around the streets of Riddleport, Lirianne decides to see if there's much stopping her just heading on inside.
"Howdy," she greets the gendarmes with a slight tip of her hat. "How's business tonight, fellas?"
Aerynne Linnaea
|
"Certainly. We're from outta town. Friend recommended we check out this place while we're here." She gently pats an inner coat pocket, making the coinage inside jingle.
Hey, it's not technically a lie...
Terrill Mayern
|
Ezren emits a "Harrumph" at Cairo's insistent questioning about Kyra, and decides to let Lirianne's answer serve as adequate response. No point in encouraging the fellow in his obsession, anyway.
As the gunslinger chats with the gendarmes, Ezren approaches them and joins the conversation. "Yes, we thought we'd take in a game. My friend here," he says, with a nod to Lirianne, "heard about this place from a friend and has wanted to visit ever since. Is there an entrance fee? We'd be happy to pay it."
| DM Feral |
The gendarme rolls his eyes.
"This isn't a place for beginners. This is high-stakes only."
"If you're here to play, let's see the coins", he says with a gesture at Aerynne's patted purse.
Looking at the others entering the Parlor, you see them undergoing a similar interview.
How much coin do you have available or rather how much do you display?
Cairo.
|
"She is, isn't she? At least that's what I've heard. I've never met her though."
When the Gendarmes ask to see coin, Cairo naively gets his coin purse out. "Is this enough?" Got almost 3k.
Aerynne Linnaea
|
"He'd better not lose all of it. It's not all his, after all. That's for the lot of us." Lirianne smirks. "As you can see... he's the good and dutiful one here. That way, nobody gets wonderin' about wanderin' hands and all."
Bluff: 1d20 ⇒ 16
"Got some more pocket change on me too," she gives the guards a glimpse inside of her leather coin bag.
Lirianne has 79 gp on her.
Aerynne Linnaea
|
Tch. No luck with that, eh?
"What'll it take to get you to believe me that he's the one payin' for us tonight, hmm? I don't imagine this job pays all too well."
Diplomacy: 1d20 ⇒ 11
If they're not interested, Lirianne will heave a resigned sigh. "Fine, fine. Whatever. Cairo bud, tell us how it goes, aight?"
She'll then proceed to snoop around the outside of the joint and see if there are any back doors or anything.
Stealth: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Aerynne Linnaea
|
Lirianne will go about her aforementioned sneaking, moving in only when she can hide herself behind a passing crowd or when the gendarmes appear busy with a customer interview.
Aerynne Linnaea
|
Lirianne returns to let the group know of her findings.
"A coupla guards saw me hanging around, but this angle looked pretty safe. Shall we try it?"
If she can catch the eye of Cairo through a window or the front door, she'll give him a wink and a thumbs-up. Hopefully that would be enough to give him the right idea.
Terrill Mayern
|
"Well, I was thinking we could temporarily split up Cairo's gold, just to each pass the entrance interview, but he's gone inside now. So I guess we can take a look at your open window. Was there a staircase going up to it or anything? I'm not much of one for climbing up the sides of buildings."
Ezren ponders their situation a moment, then says, "How about this? If the window doesn't look like a nice, easy way in, we come back out front and wait for Cairo to come back outside. If we don't come in pretty soon, he's bound to come back out, right? Unless Kyra's inside of course, then we'll never see him again. But I think she's on an assignment elsewhere. Anyway, once he's back, we wander around the corner, divvy up his purse a bit so we can all show come cash to play with - and show it to a different gendarme, I'd say - and that way we can all be inside without making an old wizard climb a wall."
| Amiri the Giantslayer |
I would try something but i guess it's too late now.
Well, guess I'm first then. You two keep looking and I'll climb when you say it's clear. Then I'll throw a rope down to help you.
Take 10 on climb, for 23 total.
Is it dark outside already?
| DM Feral |
It's getting dark. ~6-7pm.
Amiri scales the wall with practiced ease.
Climbing the opened window, the barbarian finds herself in storage room. A number of chairs are stacked against the wall and a decommissioned gambling table is folded up on its side. The steady rumble of the crowd can be heard below.
| Amiri the Giantslayer |
Amiri moves stealthy to the door, checks to see if the key is on the door, to lock it. If it is not she will grab a char and block the door.
Then she gets her Hemp Rope, holds it tight and throw it down, to help the others to climb. She scans the room while holding the rope.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Aerynne Linnaea
|
Lirianne scales the rope and lifts herself into the storage room. While waiting for Ezren to climb up, she moves the chair out of the way and presses her ear to the door, listening for signs of anyone moving past. If it all seems quiet, she'll inch the door open and have a peek out beyond.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Terrill Mayern
|
Terrill grabs hold of the rope and pulls himself up last, saying "Thanks, good work" to Amiri as he climbs in the window. He helps pull the rope back in, so it won't be noticed, and says, "If you two don't mind leading the way, maybe we can get back downstairs unnoticed and find Cairo."