
![]() |

sounds good
-Posted with Wayfinder

![]() |

As you head to the northeast, The solitary figure of Ambrus Valsin himself jogs out of the Quadrangle’s courtyard.
"You lot, we have a crisis here that can’t wait.”
He turns and gestures to the Quadrangle. “When the banquet started, I dismissed the first-year initiates back here to continue their studies for a few more hours. The damned Aspis were waiting inside two of the dormitories,” the venture-captain says, pointing to two ivy-covered stone buildings. “I think their plan is to leverage the initiates as hostages if they have no other escape route.”
Venture-Captain Valsin regards you with an inscrutable look.
“This situation can only become more desperate. The safety of our initiates can’t wait another minute. Consider yourself drafted, because you’re all I’ve got. I’m heading to the southern dormitory. You head to the northern dormitory. Talk them down, or hit them hard and fast.”
You can quickly ask the VC a couple questions.

![]() |

Valsin answers. The hostage taker is alone and has declared that he can kill all the hostages almost instantly.
He shutters. I believe there are around 10 initiates in there.
And unfortunately no secrets passages in, although that's a good idea. No traps other than what the Aspis agent may have rigged up. Be careful.
You all have been in the Quadrangle at one time or the other before and are familiar with the layout.
Feel free to ask additional questions of the VC if you have them, otherwise go ahead and start figuring out what you are going to do.

![]() |

We should try to create a create a distraction at the front door while some of you sneakier types move around to the side door and sneak in there. I can stay here and diplomatize with someone who can actually talk pretty while the rest of you go around the side. Try to enter once you hear us start talking to the Aspis guy. My guess is that he has them in the central area or the mess hall, as there aren't many other rooms that one could stuff 10 kiddos in and still get to them all quickly enough to kill them.

![]() |

Valsin adds, That sounds like a good plan. Thus far, the hostage taker has remained close to the main door, so reconnaissance is possible—although the doors are locked and the keys are missing. Good luck!

![]() |

disable device
-Posted with Wayfinder

![]() |

Perception check to find traps. We are going to do a lot of these. Especially before going through doors. Disable device to pick locks and disarm traps. Once inside move using stealth. We should probably use our boons we gained at the beginning of the adventure here.
Phythor, there is a side entrance. We could go in there but it is most assuredly going to be trapped. Once we get in we should stay to the shadows. As soon as we can we free the hostages and lead them out the way we came in. Does this sound good to you?

![]() |

Don't use all your boons yet, this is only act 2 out of 4
"Well I'm not going to be able to talk him down. Anyone else think they can try?"
Hangust shrugs then moves towards one of the windows, staying low so as not to be seen he tries to take stock of the situation.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Stealth: 1d20 + 6 ⇒ (15) + 6 = 21

![]() |

There are eastern main doors and a southern side door, they are both strong wooden doors. There is a small courtyard to the south and the southern door is accessible from there. Ignore the black line and box at the eastern bottom area.
All of the rooms except the main hall have small windows, Hangust attempts a look but all the curtains are drawn.
The building is 20-foot-tall and there is a large window 10 feet off the ground on the western wall allows the afternoon sun to illuminate the hall. The ivy on the western wall is particularly thick.

![]() |

"Noz could climb that ivy and lower a rope or we could go in the southern door, perhaps. Anyone know if there is a chimney or other access point on the room? We should also bring the halfling. That leaves the dwarf and half-orc to negotiate. The pair seem persuasive enough, at least as a distraction. Noz wonders what the culprit has in mind to be able to kill all of the hostages in a moment..."

![]() |

As you move about you notice a shiny war whistle on the ground, not unlike the ones you have seen commanders in battle use to direct troops. You reason it's possible that nearby Pathfinders would come to your aid should you choose to blow it.

![]() |

Noz picks up the whistle and gives it to the dwarf. "Noz thinks this would be better for you to hold while the four of us sneak into the building. Give us about two minutes before you attempt to stall and negotiate with the captor."

![]() |

Hurray aid!
Aid token may be used for the following:
Aid Another: A Pathfinder agent helps the PCs solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC.
Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, the target is considered to be flanked until the beginning of the attacker’s next turn.
Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. Alternatively, the agent can instead cast neutralize poison, remove curse, or remove disease with a caster level equal to
the table’s APL (min 5).
Spellcasting Synergy: A Pathfinder agent casts a spell at the same time, increasing the save DC and caster level of a PC’s spell by 1.
Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. The competence bonus is +1.
Use quickly, but wisely!

![]() |

Good plan coming together, let me know the specific actions each person is performing.

![]() |

********************
Overseer Announcement
********************

![]() |

Once the rest of the group leaves to go around the side, Butharn counts to 120 and then will call out to the Hostage taker:
Oi there Aspis fellow! I am here to talk to you about what you want for your hostages. I realize lowly initiates aren't worth all that much, but I am sure we can come to some sort of agreement.

![]() |

yaaa
-Posted with Wayfinder

![]() |

awesome! Go us.
While Butharn attempts to distract the aspis agent, Hangust takes a crack at climbing the ivy, hoping his smaller frame might prevent it from breaking.
Taking 10 for a result of 17 on climb check.

![]() |

Eldak goes with Noz to the southern door. Eldak whispers,Well done Noz. He suspects it is trapped.
perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perhaps Phythor would be more successful at checking for traps?

![]() |

Butharn attempts to interact with the Aspis Hostage Taker, as Daveak stands by. At first there's no response, then near the door you hear a voice. It's clearly strained with stress.
Just go away Pathfinders, mess with me and I'll kill these initiates, don't doubt I will. You Pathfinders have run rough shot over the Inner Sea long enough. It's time for the Serpents to Rise!
------
Meanwhile, at the southern door Noz, Eldak, and Phythor gather. Noz listens at the door, and doesn't hear anything behind it. Eldak searches for traps, he doesn't find any and can confirm the door is locked, but he's a bit unsure and asks Phythor for his aid.
------
Around the back of the building, Hangust confidently climbs the thick ivy, reaching the large window 10 feet above the ground easily. From this vantage point he gets a great look at what's going on inside.
Although the angle is tight he can see that ten initiates sit gagged and bound around a table on the main hall stage, a lone Aspis agent stands by the front doors, and although he can't make it out he can tell he is talking to the door. More disturbing is a wire seems to be rigged to the ceiling, a wine glass is tied to the wire, and the glass contains a small golden sphere, like a bead. It suspended above the initiates.
Hangust Perception: 1d20 + 7 ⇒ (2) + 7 = 9

![]() |

Technically, it's a move action so you can try multiple times in a minute. Go ahead and try again.

![]() |

Butharn attempts to conversate with the Aspis agent.
I get that you have us over a barrel here, but what is your exit strategy? You are locked in a building in the middle of a compound that is quickly falling back under the control of the Pathfinders Society. Soon this building will be the one haven you have. As far as I can see, you will need to negotiate if you wish to survive this escapade. Is your life worth it?

![]() |

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
If Hangust can't see anyway into the building from up above, he'll climb down and provide his companions with all of the information he was able to gather. Warning them of the trap that is set up, though he's not quite sure what will happen if it's set off.

![]() |

Eldak feels confident the door is not trapped, just locked.
Hangust returns and shares his findings with first Noz and the rogues, and then with Butharn and Daveak.
Butharn continues to dialogue with the captor.
The strain even more evident. He stumbles over this words.
Well, I need a way to get away safely, and gold, no platinum.

![]() |

Surprised the door is not trapped, Eldak gets out his set of thieves tools and gets to work on the lock of the door.
disable device: 1d20 + 8 ⇒ (20) + 8 = 28
He then moves quietly in the room and visuallyscans the room looking for any problems.
perception: 1d20 + 7 ⇒ (1) + 7 = 8
If there are no obvious problems he then spends the next two rounds moving quietly to the northern door.
stealth: 1d20 + 10 ⇒ (14) + 10 = 24
stealth: 1d20 + 10 ⇒ (15) + 10 = 25

![]() |

Having no problem with lock, Eldak moves into the room, seeing no obvious problems, he moves stealthily to the northern door.

![]() |

********************
Overseer Announcement
********************
A dull hum emanates from Skyreach as the ground trembles, trees sway, and glass shatters. A moment later, most of Skyreach’s northwest tower tears free from the keep; however, rather than crash to the ground, a visible aura holds the structure aloft and causes it to float above the Grand Lodge. Even the shower of stone blocks floats, swirling around the airborne tower in a nimbus of speeding debris.

![]() |

Despite the rather shocking event most of you just observed at Skyreach. You know you immediate mission of saving the initiates is of paramount importance right now!
A few more day remain on Act 2, let's see if we can't save 'um before we transition!

![]() |

Butharn looks up at Skyreach with a worried look on his face but soldiers on with the distraction.
Ah Gold! Now you are talking my language! I am sure that can be arranged, Pathfinders take care of their own. How much are you looking for? As far as getting you out of here, I am sure as long as you are able to provide some information about how and why you were sent here, the bigwigs in the Pathfinders society would not be adverse to seeing you safely out of Absalom.

![]() |

Eldak, hearing the commotion outside, steadies himself for the task ahead. He looks at the door in front of him and begins the process of checking it for traps.
perception: 1d20 + 7 ⇒ (1) + 7 = 8

![]() |

He decides to try again.
perception: 1d20 + 7 ⇒ (13) + 7 = 20
If he finds a trap or if the door is locked he sets about disabling the door so he can get through safely.
disable device: 1d20 + 8 ⇒ (8) + 8 = 16

![]() |

The hostage taker doesn't seem to keen on cooperating.
I don't plan to hang around and answer a lot of questions. I need a way out!
------
Eldak continues to work his way inside. Taking his time and keeping his nerves in check, he checks the next door over twice. Again he finds no traps. However, the lock seems stuck he can't quite get it open.
Noz joins him.
Going to go ahead and say with the immediate danger in the other room, taking 10 is not an option here.
Noz Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Noz Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

![]() |

Eldak shakes his head, looks at his favorite lock pick, and quietly says, Work blast you. This time people are relying on you.
disable device: 1d20 + 8 ⇒ (2) + 8 = 10
Come on, Come on, work!
disable device: 1d20 + 8 ⇒ (20) + 8 = 28

![]() |

Being so far back daveak will start summoning his eidolon
-Posted with Wayfinder

![]() |

Hangust enters the room behind his friends but checks the other door for locks. Hoping to maybe cause a distraction in the next room if he needs too.

![]() |

Eldak works diligently and is able to finally get the lock picked. As Daveak summons his eidolon outside, Hangust moves to the other door and finds it unlocked.