DrGabe
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The picture is destroyed! +1 Prestige Points to each of you!
Searching through this small "entertainment" room, you find nothing else of interest (though there are plenty of "treasure" items for you more kinky Pathfinders).
Moving to the other room, Hadassah opens the door and finds Zarta's study. It is cramped, utilitarian, and sparse. Almost all of the room is taken up by a long desk topped by a series of cubbies full of papers and curios. The desk itself is clear except for a piece of paper and a small, framed portrait of Venture-Captain Ambrus Valsin with a lipstick kiss-mark on it. The walls of the room are irregular and look as if the room was shoehorned into wasted space between other rooms. Like the rest of the personal chambers, this room is windowless.
Searching through this room, you find several pieces of paper that draw your interest. link to papers.. Searching behind the painting of Valsin is a note (handout number two).
Further searching around, she also finds three Thassilonian tower figurines inside of a felt bag. There is also a list titled "SL Operatives". Also hidden in the cubbies is a small bag of jewels and some magical items- one appears to be some type of sand or dust. The other is a cloak. There also appear to be several false identities for Zarta. You have found her quick get away bag.
Gm goof- the "study" was the secret room behind the painting, sorry about that. The "entertainment" room was actually locked, but Boom Boom had the keys. It doesn't matter much, but it does help keep the story straight.
Hadassah Lokrien Savet
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Hadassah rifles through the papers, searching for anything that would spell success for the mission. "There must be something here, lets snatch it and be off. I have the feeling time is running short!"
Perception to locate that for which we came: 1d20 + 9 ⇒ (20) + 9 = 29
Boom Boom Tharnak
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Boom Boom still needs to find other papers!
And he owes 3 fort checks.
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (19) + 3 = 22
He keeps searching the desk for more info, then will hurry to the next room (and he is confused about where he is with no map so just send him into the next room)
1d20 + 4 ⇒ (13) + 4 = 17 perception check
Gravedigger Ianto
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"Cyphers? Typical Chelish intrigue, no doubt. Ok, I see V, L, K and C highlighted on this one." Casually picking up the list of SL Operatives, "And a letter replacement code any schoolchild could decipher. Unfortunately, I am not a schoolchild. But let me see..."
Int? on back of pic: 1d20 - 1 ⇒ (13) - 1 = 12
Int? on code: 1d20 - 1 ⇒ (14) - 1 = 13
Int? on memorizing the code, I can decipher later: 1d20 - 1 ⇒ (12) - 1 = 11
Hadassah Lokrien Savet
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Hadassah looks quickly around the office for pen and paper, figuring they should be common items for an office, then writes down the apparent cypher, along with the note on the back of the picture, emphasizing the same letters emphasized on the note.
Once done, Hadassah stashes the note in her pouch then attempts to decipher it all. Decipher: 1d20 + 0 ⇒ (14) + 0 = 14
Once done, Hadassah lets the others do their thing while she searches for another exit or secret door, checking with Boom Boom about the number of keys on his chain, and the number used thus far. Perception: 1d20 + 9 ⇒ (1) + 9 = 10 Ouch! Folio! Perception: 1d20 + 9 ⇒ (18) + 9 = 27
"DO any of you know anything at all about Engineering? Is this room the right size and shape for where it is? Any ideas at all?"
DrGabe
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Hmmmm, how do I do this without giving it all away? I'll tell you this, there are no other rooms/doors- the answer is in here. How about a Linguistics check?
Ianto- clearly this is a code but your roll doesn't give you any further suggestion of how to break it.
Hadassah- I am going to hold on to that second Perception roll for a bit (it will come in handy in just a minute or so!)
Hadassah Lokrien Savet
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Hadassah begins searching specifically for anything resembling a Vent, a Lion, Scales, a King, or a Centaur. She will carefully inspect any sculpture, painting, or if all else fails, papers referencing these specific items specially called out in the note.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17 Or previous perception check as you prefer. If nothing exists in this room, Hadassah will check for the same in the fun room next door.
Zondras Ivik
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"I am no engineer, but perhaps there is magic involved." As he finishes his sentence Zondras waves his hands and looks to the magical aether. casts detect magic
BTW did my earlier int check of 21 help anything at all?
DrGabe
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Hadassah is easily able to pop the vent cover off and get a lift into the vents above. This crammed vent leads to a series of old ventilation tunnels. The floor and some of the walls of the tunnels are plain stone or plaster, but in many places the walls and ceiling display pieces of crumbling mosaics, frescos, murals, and bas-relief sculptures. The tunnel is small, and you have to crawl on your hands and knees. You are able to crawl for a few feet before coming to the first junction. The wall to the left of the fork is adorned with the head of a lion, cut off from whatever mural sustained it in the room below, and the right side of the fork shows an ancient banner unfurling.
Hadassah Lokrien Savet
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Hadassah will relay her progress tot he others, "I don't think it was code, I think it is directions. vent, lion so far! If Scales, a King, and a Centaur are at the next three junctions, I will believe we are following the path she has laid for us!"
Once she has informed the group, Hadassah will take the Lion fork in the vent, and keep her eyes peeled for Scales.
Hadassah Lokrien Savet
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Again Hadassah yells back to the group, just loud enough to reach them "Yep, next junction has Scales. I believe we have this solved! Hurry up after me!" If or once the others catch up, or mostly catch up, Hadassah will proceed down the Scales shaft. Should the next junction have a choice between anything and a King, Hadassah will go the direction of King, then Centaur. Assuming this will come to an end at some point, Hadassah will wait for the others.
DrGabe
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Though the vent is small, all fit inside. Some find it a tighter fit than others, but the party of Pathfinders is able to find its way without getting lost. Following Hadassah's lead, you find the Centaur, its bow pointing to a vent.
Kicking the vent down it clatters on the floor noisily, but thankfully it doesn't seem that anyone hears the sound. Looking into this large room the walls glow with a gentle blue light, and the air feels unnaturally cool and dry. Shelves line the walls and stand in ranks through the middle of the room, punctuated by a wooden table and ornate chairs. An imposing, unoccupied desk faces the main entrance to the room. On an easel in one of the aisles is a map of the room.
DrGabe
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A quick look through at the map shows that the following desks are labelled as: “Internal Security: Receipts,” “Internal
Security: Evidence,” “Imperial Security: Dossiers,” and “Imperial Security: Misc".
It doesn't appear that your approach was heard by anyone. From what you can tell, you are away from the ballroom. You don't hear the sound of party goes through these thick walls.
Hadassah Lokrien Savet
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Did we decipher the code from the last room? I would assume this room will be similarly encoded. Do we all have at least a vague understanding of that code? If yes:
"I suppose we should break in to a couple teems, and check through as quickly as possible. To teams, the first can handle Evidence and Dossiers, the second can check Receipts and Miscellaneous."
DrGabe
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You did not decipher the note in the other room- no tries even. You do know that it is a code of some sort, but that is it.
Looking around the room, Boom starts to reach into a drawer at the same time Hadassah does- suddenly and without warning, the chair in the middle of the room leaps to life!
PC's win initiative- no battle map, this is just a room. You can be in base with the animated chair, if two of you are in base assume you can be flanking; you can also be not in base contact if you wish. In the surprise round, the chair moves to Boom Boom- PC's go
Hadassah Lokrien Savet
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Relatively sure that fire should work on furniture, Hadassah again taps into the place magic of this area, and casts 'Produce Flame".
"See, I told you chairs were evil!" Hadassah will move up to 30' away from the chair finding a good spot from where to throw her little balls of fire.Can throw three
Telurion Andoren
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DrGabe, Telurion's linguistics check didn't help at all with trying to decipher the note in the other room right?
"What is this now? We are being attacked by... a CHAIR?! Where does one even wound such a thing?" - Telurion growls as he swings for the animated object.
Assuming flanking:
Longsword attack: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Hadassah Lokrien Savet
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After this fight, we should take time to decipher the notes, I have copies (I believe) in my pouch. I hate to think how long it will take to find the right papers if we don't have a clue as to what we are looking for. The room is far too large to pack it all up and bring it with us I bet. If nothing else, we should gather all files with the same numbers on them as that list. Might get us somewhere
Zondras Ivik
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With a sarcastic smile on his face "I guess we should be thankful it isn't a couch"
With sword and spell he attacks the four legged beast.
Longsword: 1d20 + 4 + 2 - 2 ⇒ (3) + 4 + 2 - 2 = 7
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
[dice=Acid Splash(Ranged Touch Attack)]1d20+2+2-2[/dice]
Damage: 1d3 ⇒ 1
WOW...what a spectacular fail
DrGabe
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Yoren is able to take a huge gouge out of the chair, animated pieces of wood go flying through the room. However the chair doesn't seem to notice. Ianto and Zondras both try to destroy the chair, but they are too busy making sharp quips back and forth to successfully hit the angry piece of furniture.
The chair ties to wrap around Yoren Attack: 1d20 + 5 ⇒ (17) + 5 = 22 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4 and tires to grab the warrior! Grapple CMD 16: 1d20 + 5 ⇒ (11) + 5 = 16
Suddenly the chair is wrapped around Yoren and it starts to suffocate the young warrior.
PC's turn - Yoren you are grabbed.
16 hp