Arbiscar |
Arbiscar nods to Sebastian questions hoping for a positive response by the gnome.
In case he cannot give any advise, the dwarf looks for missing hints, perhaps a lost note on the building.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
If even that does not work, he tries to find some tracks, or perhaps sand type that allows to locate the possible origin of the attackers.
Survival: 1d20 + 3 ⇒ (4) + 3 = 7
Arbiscar will also check for the defeated warriors to give the information away. He will tie them and then heal the offenders if needed. Let me know how much HP I have to heal and I will do the rolls to know how many resources to spend.
"Tell us, where are your followers hiding their lair and you will have much less problems. Why do you need the maps?"
Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24
Mari Clock |
The thugs and Tashiela give you absolutely no information. They do not fear being sent to
Swift Prison, nor do they fear dying for Groetus since they believe they’ll serve at his right hand in the great beyond.
On to Queck. She is alright, she is happy to answer any questions she can.
In response to Sebastian’s inquiry about what they want, she replies, “They demanded we hand over any blueprints that detailed the Crypt of Fools. They said something about keeping the location of hidden tunnels a secret.”
She continues, when asked about the lair, “The entrance to the Crypt of Fools lies under an ancient fountain hidden somewhere below Old Cassomir, though the knowledge of its exact location was lost some time ago and finding it presents a bit of a problem. A legend among engineers tells of a series of hidden clues within three Cassomir monuments. These clues yield three locations which, when triangulated, give the location of the surface entrance to the Crypt of Fools; they also show the combination required to unlock the entrance. Look for old buildings built by the Ismacco family, whom we’ve long suspected used the Crypt of Fools as the base of their heinous operations after it fell from use.”
Arbiscar |
"Perhaps those monuments are the ones that were painted by the fool in the prison?" says Arbiscar while he scratches his beard.
"We need to move on, can you bring notice of the thugs to the guard so they can take them to prison or judge them somehow?" says Arbiscar while he helps to close them in some small room of the building.
As long as someone comes to an idea of what monuments to check, Arbiscar will follow.
K. local (untrained to locate Ismacco building): 1d20 - 2 ⇒ (15) - 2 = 13
Sebastian Mapplethorpe |
The investigator taps his chin for a few moments as the gears in his mind turn, "The paintings may indeed be a clue. Moreover, the statue that he painted, had an 'I' carved into it. 'I' for Ismacco perhaps? I suggest we visit the closest location represented in one of the lunatic's paintings."
Which place is closest?
Arbiscar |
Arbiscar nods to Sebastian, "Great deduction indeed. Let's go to the statue. If we find something closer, we can head towards there instead."
The dwarf will follow the team to the new location. If Jiankuo does not find the guard, he helps him to hand the evil ones to them.
Mari Clock |
When you show her the three paintings from the crazed painter, the gnome confirms that the structures pictured (the statue in front of the prison, the Imperial Hall of Records, and the retaining wall at Quickfall Abbey) are all Ismacco designs.
Referring to the map of Cassomir, Queck is able to point out on the map:
1: Swift Prison
2: Hall of Wonders (where you are now)
3: Imperial Hall of Records
4: Quickfall Abbey
The thugs are tied up and taken to the prison. Again, they don't care. You go back to the statute...
Sebastian Mapplethorpe |
Returning to the statue, Sebastian examines it for any particularities missed when they originally viewed it, and uses his Discerning Wayfinder to identify any magical auras that might be found.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Arbiscar |
"Let me check this, we dwarves are legendary for our knowledge of stonemasonry. If someone has hidden a coordinate or any other kind of mark I will shortly find it." the proud to be dwarf starts to analyse the statue while he remembers about the beauty of the gem halls from his hometown under the mountain.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17 +2 if stone art applies
Arbiscar |
Arbiscar opens the secret compartment and retrieves whatever is inside.
If it is some kind of box he opens it and reads whatever note find.
In case anything is closed, he tries to force it.
Strength: 1d20 + 2 ⇒ (12) + 2 = 14
Arbiscar |
Arbiscar casts detect magic and read magic in order to try to discover what the party is handling.
Sebastian Mapplethorpe |
"Since the figure in the painting is using a holy symbol, perhaps a healing spell or divine channeling might be in order?" The investigator suggests after a moment of consideration.
Arbiscar |
Arbiscar reflects about it "With all my respects Sebastian, healing spells can only be targeted over living creatures and work for healing, not for opening things." the dwarf is quite clued at Sebastian suggestion.
He brings his holy symbol though close to the box and invokes a blessing to Abadar trying to channel positive energy.
Channel: 1d6 ⇒ 3
If that really works I am gonna have a couple of arguments with this module writer xD
Arbiscar wounds fully close up.
Mari Clock |
Now you get a handout which I can't link right now, an you move on to the next part and I will link it this evening?
The second painting represents Cassomir’s Imperial Hall of Records. You are able to connect the glowing bas-relief at the southwest corner of the building in the painting to the actual bas-relief present at that location, and a Perception check that Sebastian is unable to fail, you find another letter “I” symbol in the heart of that relief.
In this picture, Aroden attempts to sooth children in the picture with music and the notes for that song are shown above him in the painting.
Sebastian Mapplethorpe |
"Ah, my dear Arbiscar, there are some thing in the heavens and Golarion that can't be explained by your philosophy." Sebastian replies with an amused smile, "Especially when it comes to death cults."
Anything inside the secret compartment?
* * *
Once they reach the Hall of Records, the investigator sighs, "If only I had free reign to delve into that archive, I can only imagine the things I could learn! In any case, based on what activated the statue, I believe we'll need to play music to open this one."
Arbiscar |
Arbiscar looks at the notes writen in the mural, sets his shield in the floor and uses both shield an armor as a sort of percussion to acompany the music. He also sings profiting his rudimentary dwarven music.
Perform (percusion): 1d20 + 2 ⇒ (8) + 2 = 10
Perform (sing): 1d20 + 2 ⇒ (1) + 2 = 3
Mari Clock |
Jiankuo's perform skill is enough to open this secret compartment.
This post is where I mentioned showing the clues to the gnome and this post is when Queck first mentioned the clues to get in to the Crypt of Fools.
On to the next place.
The third painting represents the northeastern retaining wall that shores up some of the ruined towers of the ancient Quickfall Abbey. You connect the doorway in the painting to that actual location along the northeast wall, another Perception check that Sebastian is unable to fail shows you another letter “I” symbol in the middle of uninterrupted smooth stone wall. In this image, Aroden attempts to frantically smash the doorway depicted in the painting.
Arbiscar |
"Assuming this is going to be a similar quiz than before I will try this." Arbiscar follow example and bashes the door.
Strength: 1d20 + 2 ⇒ (1) + 2 = 3
Arbiscar |
Arbiscar looks at the clues and exclaims "Look the second one is exactly the pattern of the castle towers!"
He follows short after by "The first one seems to be the square at eight."
And he finally hints "And look! The watch tower in the coast at southeastern part of the city also is similar to the last pattern!!"
"But what means all this? What to do on those locations?" the dwarf seems clued on this.
Sebastian Mapplethorpe |
"Yes, very astute Arbiscar, you are correct. The gnomish engineer said that once we've discovered the three locations we would need to triangulate them. With that in mind, I deduce we should look somewhere in the middle." Sebastian suggests after some consideration.
Mari Clock |
Ding ding ding ding! You win the prize!
You head off to the Fountain Square.
Sebastian: 1d20 + 9 ⇒ (6) + 9 = 15
Jiankuo: 1d20 + 1 ⇒ (3) + 1 = 4
Arbiscar: 1d20 + 3 ⇒ (4) + 3 = 7
Illidan: 1d20 + 8 ⇒ (5) + 8 = 13
Sebastian just happens to notice yet another "I" carved into the side of a seemingly solid brick foundation wall of an opulent manor house.
Sebastian: 1d20 + 9 ⇒ (19) + 9 = 28
Jiankuo: 1d20 + 1 ⇒ (10) + 1 = 11
Arbiscar: 1d20 + 3 ⇒ (10) + 3 = 13
Illidan: 1d20 + 8 ⇒ (18) + 8 = 26
Sebastian and Illidan happen to notice that there is a loose brick near that "I" that you can maybe push.
Do you push the brick?
Illidan, Cleric of Desna |
Alex has reached level 25! However he has failed a saving throw and now has the condition hungover.
Illidan studies the brick carefully. He traces a finger around the outside of it and gives it a cautionary nudge before pushing it with a "Yep, it's a brick.".
He gives himself a little smile, allowing himself to believe his investigatory skills are on par with Sebastian and Arbiscar's.
Arbiscar |
"Great deduction Sebastian!" the dwarf follows the group to the fountain square.
There he helps move the brick, push or pull, with all his strength.
Strength: 1d20 + 2 ⇒ (20) + 2 = 22
Sebastian Mapplethorpe |
Congrats, Illidan, it's all downhill from there. :)
Sebastian stands back slightly as Arbiscar manipulates the brick, just in case it was a devilishly clever trap. Although with his current opinion of the cult's capabilities, the investigator finds that highly doubtful.
In case Arbiscar needs aid on Str check: 1d20 + 1 ⇒ (2) + 1 = 3
Mari Clock |
When pushed the brick opens up to a 2-foot-by-4-foot section of wall, revealing a set of stone stairs that descend beneath the streets of Old Cassomir. As you descend, the temperature falls rapidly until it stabilizes at 40 degrees Fahrenheit. The stairs are in complete darkness. After a number of quick turns and further descent, you find yourselves in a small chamber 200 feet beneath the city streets.
An ancient fountain decorates this open tunnel intersection. Many chipped sculptures provide spouts which drizzles water splash into the basin below. The fountain’s cold concrete edges have carved symbols that adorn its sides in three distinct bands. A set of stairs leading down from above empties into the room from the south, while two 5-foot-wide tunnels exit the room to the east and west.
This part is a little tricky for spacing.
Sebastian Mapplethorpe |
Before the group begins its descent, Sebastian looks to the dwarf cleric and holds out his rapier, "Mr. Arbiscar, might I trouble you for a little light?"
Once at the bottom, assuming no antagonists, Sebastian examines symbols adorning the fountain, "Fascinating, I wonder if this is part of Old Cassomir that we found previously?"
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Arbiscar |
Arbiscar descends with a bit of effort until the party reach the fountain. He nods towards Sebastian conceding on his request "Of course noble Mapplethorpe, let me cover the darkness with Abadar light." says the dwarf as he casts light on one object selected by the investigator. He will keep casting it in order to maintain it up.
Have 3 hours past since we entered the Hall of Wonders?
The cleric readies his shield as he checks the doors.
Perception left: 1d20 + 3 ⇒ (1) + 3 = 4
Perception right: 1d20 + 3 ⇒ (4) + 3 = 7
He then approaches Sebastian and checks the symbols.
K. religion: 1d20 + 2 ⇒ (16) + 2 = 18
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Mari Clock |
Since you entered Hall of Wonders has been maybe a bit over an hour. The fight was fairly brief and you didn't take long questioning Queck, and the town isn't that big.
Also, with those abysmal perception rolls you guys see absolutely nothing, maybe Illidan or Jiankuo will see something.
Knowledge Religion does not allow you to recognize any symbols. You do however happen to notice that there are A LOT of symbols and it doesn't look like you've seen any repeat yet.
Mari Clock |
That was quite good, Illidan. I laughed for about a minute.
Illidan locates the massive tumblers that circle the base.
Sebastian can Disable Device: 1d20 + 12 ⇒ (8) + 12 = 20 to turn them.
Sebastian: 1d20 + 9 ⇒ (12) + 9 = 21
Jiankuo: 1d20 + 1 ⇒ (6) + 1 = 7
Arbiscar: 1d20 + 3 ⇒ (17) + 3 = 20
Illidan: 1d20 + 8 ⇒ (3) + 8 = 11
You're quickly able to find teh symbols that match those three you collected from the statute, the Hall of Records, and Quickfall Abbey.
You align the symbols and the fountain opens up to be an entrance.
Sebastian: 1d20 + 9 ⇒ (14) + 9 = 23
Jiankuo: 1d20 + 1 ⇒ (20) + 1 = 21
Arbiscar: 1d20 + 3 ⇒ (7) + 3 = 10
Illidan: 1d20 + 8 ⇒ (13) + 8 = 21
Everyone but Arbiscar hears moans of slaves and a chatter that sounds very much like the Derro noises you heard in Cassomir Below.
Arbiscar |
"A secret entrance concealed under the fountain..." Arbiscar looks surprised under Illidan statement "I hear nothing, but it is said elven heritage senses are legendary, so I will trust you Illidan."
The dwarf observes the new passage going down "I don't know how easily I can go downstairs, but I will do my best. For Abadar that any derro conspiring against Cassomir will soon enough fell down under the weight of justice, and if not, they will do under the weight of my axe." under the short stature humanoid beard you see what cannot see other than a smile.
"We probably want to try an stealthy approach. Even if I don't think I can do it myself, we should at least try."
"So who is first one?" the dwarf maintains up and casts a guidance on everybody just as they are going down.
Sebastian Mapplethorpe |
"I must confess that I am a little impressed with the degree of organization this conspiracy has had as of late, but I suspect they are still hiring the same quality of minion. At least, that's my hope." Sebastian mentions as Illidan deduces the fountain code and opens the entrance.
"With my light, I'm afraid we're unlikely to sneak up on anyone, but perhaps an extract might be in order." With that, he quaffs his extract of Shield. He then waits for the others to take the lead, preferring to remain in the back at the moment.