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I lost track of order, so if this is early, I apologize.
Hadassah flings yet another ball at the chair of doom!
To Hit Touch AC: 1d20 + 1 ⇒ (18) + 1 = 19
Damage if Hit: 1d6 + 3 ⇒ (1) + 3 = 4
"That looks just like the chaise that used to be in my mothers entry hall! It MUST die!!"

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Telurion makes contact against the chair, nearly splitting it from stem to stern. However, despite the odds, the chair continues to press on!
It tries to attack Telurion, Attack: 1d20 + 5 ⇒ (5) + 5 = 10, but being badly splintered, it can't move very well and misses the warrior.
Ianto fires another volley, and can't hit the erhm, chair.
Hadassah finally brings the angry chair to a halt with a blast of fire. The smell of burning wood starts to fill the room. As the warriors come still, the room is silent. It doesn't appear that any other alarms have been sounded at this time.
Looking around the room, you see a jade amulet that was once apart of this chair. It has value and lays among the wreckage. The other chairs in the room in hindsight don't have the amulet in them.

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Hadassah quickly casts 'Detect Magic' to study the amulet dropped by the chair, and then removes the notes from her pouch. "I think we need to figure this out before we can move on. how are we supposed to dig out files if we don't have a clue as to what they say? Boom Boom, I bet you are smart, would you like to give it a shot?"
Meanwhile, Hadassah moves to the files to try to locate ones that match the numbers on her list. "I will see if any match these numbers, and bring them to you in case it makes the decipher easier."
Perception? to locate files: 1d20 + 9 ⇒ (6) + 9 = 15

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Hadassah is able to find what she is looking for in just a few minutes- this is what she finds.
Its only 8:20PM at this point. This room has lots of cabnets, each stuffed with information. Given enough time, you can find what you are looking for. However, you don't have unlimited time! Zartia has left you clues in her coded message, that will help you find what you are looking for and get out. Reminder, this is what you are looking for: "I want to know where Zarta is, I want to know who took her, and I want to know why she was taken."

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Hadassah says, "One more sweep. This seems to tell us what we need to know, but I want to double check and make sure we have every file listed on that form, and look for anything with the number 79402910."
This time, Hadassah remembers to cast Guidance on herself, and anyone willing to aid her.
Perception: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
"We have 40 minutes. I think we should spend about 20 deciphering the script. I still nominate Boom Boom." As a sign of her sincerity, she casts Guidance on Boom Boom as well, and then herself, and anyone else willing to aid.
Int to Aid Boom Boom if possible: 1d20 + 1 ⇒ (11) + 1 = 12

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I am traveling the next two days, its good time to look over the hand outs and try to figure out the "code". Telurion understands that the code is a simple- each letter of the alphabet is replaced by another letter. In this case there is no particular order, you just need a key. I'll tell you this, Zartia left a partial key (its in the handout- but you'll have to find it).

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"It appears that the words on the bottom of that clue as to the tunnels has the same number of letters as the start of the note. On a letter for letter substitution we can work out . . .
F A W I H O C / K X I A H
C I T A D E L / V R A I D
A S H O B A S A W O - X O G A W / E S / X O J Y O D W
I N D E F I N I T E - R E M I T / O N / R E Q U E S T
W X I A W E X / O K A H O S F O / B A C O H / C E F R O X / I 2 3
T R A I T O R / E V I D E N C E / F I L E D / L O C K E R / A 2 3
"some of the letters dont match up right, but with some guesses, we can fill in the blanks!."
Hadassah rushes to locker A23, and searches through for any files matching the codes she thinks she has figured out.
"Lets get the hell out of here, and back to the waiting room."

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After spending a few minutes, Hadassah starts to decode the cipher and comes up with an answer. Rushing to the locker she shuffles through the files. Inside she indeed finds what you all are looking for!
A man named Tancred Desimire used evidence to indict Zarta. The evidence consists of a series of letters written in a halting hand that resembles the paracountess’s. Upon closer examination, however, the letters’ writing differs significantly from the note found in Zarta’s study. The forged letters are addressed to a prominent House Thrune enemy, and in them "Zarta" discusses selling privileged Chelish information supposedly meant to foment political insurrection. There are also travel documents that supports Zarta's "treasonous" activities.
A second letter proves that the paracountes was away from Absalom during the time the letters claim she met with her conspirators in the Petal District.
Armed with this information, you have what you were sent here for.
Any faction missions that need to be completed here? You have plenty of time, you just need to return back to the holding room without being seen.
8:25 PM

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Many of the letters are substitution for the same letter, for example here, in every case, an "i" means "a" and vice versa, but here, b means "f" in all cases, but "c" means L in Locker, "f" means "c" in locker, so there are stray letters. You can kind of jiggle the words in your head once you are close though. . ."
--------------
Hadassah then explins how she matched up the letters, then filled in the blanks:
WHAT A MAN!
VQIW I GIS!
I JUST HAVE TO VENT.
A MYDW QIKO WE KOSW.
OKOXU ZXEHYFWAES GO'? (apparently this is a d?)
EVERY PRODUCTION HE'S
----------------
"[b]Do you want to decipher the names and numbers on the other list? Anyone know what that is about? I bet they are keeping tabs on, or have arrested, others. If there are no receipts in the folders, I think we could mess them up with a couple substitutions!"
"[b]A half hour of encoding messages would lead to some really interesting intelligence![/b"]

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Zondras does need the help... But I'll move along now, you can still help in retrospect if you like.
Getting the papers that you need, you are able to get back into the duct without any issue. Retracing your route, you are able to get back to Zartia's office.
On the other side of the door is the hallway, the sound of bustling servants can easily be heard. [ooc]Perception check to time the exit from the office and into the back hall that you used previously. Or you can use the servants hallway, but it is much more crowded - this needs a Sleight of Hand/Bluff check.[/oo]c

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Hadassah cast Guidance on herself, then attempts to time the exit properly. Perception: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Will this work?
My Pathfinder's Pouch:
This nondescript belt pouch is quite popular among those who need to smuggle items past snooping guards or government officials.
Detect magic does not detect that it is magical (as per the bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Otherwise, I will try to assist Boom Boom, Dex?
Aid Other: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10[/OOC]

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Hadassah is able to time an opening down the hall easily. The group moves through the SE closet and into the garden. From here you are so close to the meeting room where you "should" be. Stealth Checks, this time from all players.

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Hadassah casts Guidance on each of her allies, one at a time before attempting the sneak across herself.
Stealth: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Hadassah makes it half way across, and slips and trips on a wet log. She launches into the air, doing a two and a half gainer, landing smack on the ground with a loud thud before miraculously bouncing back to her feet.

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Boom is able to quickly use the shadows much better than earlier in the night and darts across the lawn like a dart. However, Hadassha's fall gains the attention of a few Chelish nobles who start their cat calls and desires of more wine before she is able to get up and dash across the lawn.

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Seeing Hadassah slip, Telurion decides to forfeit his attempt at silent moves and walks brashly towards the girl, picking her up roughly by one arm and ushering her along - "Clumsy girl! Apologies milords and miladies, this is what happens when one uses fresh employees without proper and adequate training..."
Bluff: 1d20 + 4 ⇒ (19) + 4 = 23
Pointing to another waiter he adds - "You there! Did you not hear milords?! Carry on the service!" - then moves along quickly.

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Zondras' Stealth Check: 1d20 + 2 ⇒ (8) + 2 = 10
With the exception of Hadassah's blunder, the party is able to make it easily across the garden and into the servants access hall. Know that you have plenty of time, Hadassah takes her time before directing the Pathfinders through the corridor and back to the empty waiting room. With nearly 15 minutes to spare, the party is back into the room and able to change out of servants uniforms and the like.
At precisely one hour, the doors slam open and the cocky Anstrella bursts into the room with the Chelish Ambassador. He looks tired and impatient. So what does Ambrose have that is so important? Come on now, its been a long day.
You do actually have a dossier to give to the ambassador if you like.

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Nodding right next to Hadassah, Telurion adds - "We are fortunate that you have taken the time to receive us Sir - we hope the information is useful, and we are also satisfied for having been able to provide the service in adequate timing"

Keith S. |

Boom Boom merely rolls his eyes at Yoren's comment.

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The ambassador grabs the dossier and takes a quick look through its contents. His eyes widen while looking through. You did well, there is some important information here. But I don't see why you did just give to my aid here. Anyway, the hour draws late and I have a party to get back too. He gives you a nod of thanks and leaves the holding room. Anstrella gives you all a smug look and directs you back to the streets where your carriage is waiting.
Ambrose is waiting for you anxiously when you return.
When the Pathfinders report back to Venture- Captain Valsin, if they successfully deduced Zarta’s situation without alerting the guards, he gives each PC a token stamped with the House of Thrune’s insignia. These tokens, which the Pathfinder Society previously received from Zarta as a sign of her good will, bestow a +3 circumstance bonus on Diplomacy checks intended to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on its owner’s person; a token only imparts this bonus to the individual to whom it was given.
See discussion thread.

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"These are dangerous times. We were told who you were and who to expect. Simply turning it over to the aid, who we have never seen, heard, or heard of, would have been tantamount to handing to a random stranger and hoping for the best, sir. We felt it best to simply wait and do the job the right way. After all, it has not been that long of a wait, in retrospect."