Harboth Redacre |
Let's just all keep a watchful eye on our backs, then.
Harboth does exactly that on the way to the Pickled Imp.
Perception check for our collective six:
1d20 + 8 ⇒ (12) + 8 = 20
FauxPas75 |
The time flies as your small band walks back to the Pickled Imp to drop off the requested books, then on to the Temple to report in on 'Auntie' and your thoughts on her. While there the Ollystra Zadrian offers to have a lessor acolyte tend to your wound (a modest donation would be appreciated). Once that is completed the group continues north to The Wise Quarter of the city. You don't spot a tail during this trip, perhaps it was only the Grand Lodge keeping track of their own around the lodge grounds.
OOC: 1d8 to the harmed members of our group
The rich estate of the Grand Councilmember Dremdhet Salhar is where the small band finds itself. The front gate of the lavish estate is manned by a guard who has been expecting a group of Pathfinders. He passes you through to the inside of the gate where a servant informs you that Salhar is not present, called away on important Council business, but his most trusted advisor is available to negotiate any business they may require.
The server explains this as he leads you past plush and opulent quarters toward an inner office. Inside an old, tan-skinned man can be seen behind a desk, flipping through pages in a large tome. He gestures you to come in as he marks his place and closes the tome. Smiling he addresses you "Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I Understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.
"Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea - something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.
"Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom's Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family's vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room"
The Sapphire Sage's eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.
After the Sage has finished the servant escorts you back through the estate, down the stairs into the basement before stopping at a plain wooden door. Opening the door he gestures for you to enter the room with a bow. He is silent to any and all questions, simply waiting for you to enter the room. After you have done so the door is close, and you hear the key turning in the lock...there does not appear to be a way to open it from this side. Written on the back of the door is this message: "Within these cases lies your quest and your way out."
The room you find yourself in is well lighted in preparation of your arriving. In it you see a plane stone room with three chests: A copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid(a jeweled brass key rests in the bottom of it) and a covered wicker basket.
OOC: Normally in a table game the group would have exactly 30 minutes to solve this puzzle. That said, it doesn't translate well to this game. My recommendation, draw this out on paper. Three boxes, one basket and one jar with a key in it. Not sure how we are going to time this for a PbP though. Maybe everyone gets 2 or 3 posts to discuss and recommend a solution.
Harboth Redacre |
How's a 1gp donation? Here's my 1d8 boost:
1d8 ⇒ 1
Mage hand sounds like a good way to get the key out...but we don't know what's in the basket either. I could see if there's somewhere to pour the liquid out, and you could open the basket with your mage hand spell.
Perception to find any drain or other convenient place to pour out the liquid:
1d20 + 8 ⇒ (3) + 8 = 11
...and are we sure the boxes are locked?
FauxPas75 |
OOC: wow, shes a brave one, no checking for traps or anything.....and yer dead Rachel, sorry, just kidding, you did it safe :)
Lifting the jeweled key from the liquid and forcing it to wipe on a spare cloth causes the cloth to smoke and melt away from the acid that dripped from the key. Opening the basket does nothing, but its sitting so high on the table that you can't really see into it.
Harboth Redacre |
Harboth begins to sweat with tension and anticipation. His eyes bulge at the sight of the melting cloth.
Good night!
By the way, I'm not sure I trust those dirty clothes not to be trapped as well. Can you draw the key out of the basket with your mage hand? If so, maybe we could try those keys on the boxes...or the door!
Elwyn Cintras |
ok, healing first, was going to show Harboth up with a 2gp, but was then shown up myself.
1d8 ⇒ 4
Ahhh ... much, much better.
Ok, now at the present scene ...
Elwyn begins carfully checking for traps on each of the locks, and the basket ... Perception? Just one check or one per chest .. I'll do them all, ignore the others if unnecessary.
Perception:
Red 1d20 + 7 ⇒ (1) + 7 = 8
Copper 1d20 + 7 ⇒ (18) + 7 = 25
Cube 1d20 + 7 ⇒ (15) + 7 = 22
Basket 1d20 + 7 ⇒ (7) + 7 = 14
Need to put the kids to bed, back in a little bit
Elwyn Cintras |
the acid didn't destroy the glass or the key, but did burn the cloth hmmm ...wonder if it would do anything to to the cube, might not want to start off with that approach. I can try to disarm the locks, would prefer the more conventional ones to start with
FauxPas75 |
Elwyn: One for each please and thank you.
- Red: Even with the angry read runes glowing near the keyhole, your sure it's not trapped. The runes on the key from the wicker basket match the runes on this box.
- Copper: Will save please DC 12
- Cube: You hear Admiral Akbar in your head yelling out 'It's a Trap!'(DC15 to beat it)
- Basket: Full of dirty clothes
Elwyn Cintras |
)Yeah, I was really just trying to examine the chests/locks, not attempting to unlock them at this point. Let Rachel do her stuff, someone pick up the key out of the basket, whatever. When something needs to be picked, let me know. Perhaps there are steps to the puzzle, use the key on red, get something for copper, etc.
FauxPas75 |
Ok, for the will save: 1d20+0
And for the other (I assume you mean disable device, hopefully, instead of will?) 1d20+11
With careful precision Elwyn is able to disarm the devious little trap attached to the large cube chest.
Elwyn Cintras |
Looks like the copper chest is just an illusion, and I was able to find and disarm a trap in the cube. We have two chests, and two keys, and are still locked in this room. What next?
Elwyn thinks to himself for a minute and begins to inspect the room for an alternate exit or anything peculiar, like vents that someone might send gas into the room through.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Harboth Redacre |
Perception check: 1d20 + 8 ⇒ (7) + 8 = 15
Red, copper, cube, door...there must be keys in those other boxes, right? Where else would they be? Harboth tastes the air through his grimy, hairy nose as his eyes wander about the room, searching for anything else the party may have missed. So I figure that's an additional Perception check? 1d20 + 8 ⇒ (15) + 8 = 23
FauxPas75 |
"Well look at that, another key near the ceiling. I got it guys.
Mage hand ftw, grabbing that key.
OOC: Alright, this no limit on cantrips is getting out of hand, damn mage hands! :) Hey, did anyone actually open the red chest yet? It's unlocked, so i'm going to assume you also opened.
Opening the lid of the red lacquered chest is what triggered the very thin line to release the key above, you can see it now that you know it was there. (sorry, Elwyn missed the perc check on the red chest).
Insde the chest you see a very elaborate gold key with a fairly large gem at the end of it.
Looking at the keys you now have there are:
Gold-jeweled key from Red Lacquered Chest
Blue Stone Key from wicker bascket (fit Red chest)
Jeweled key from Jar
Gold key from ceiling
Now, where to put what key?
FauxPas75 |
Perception check: 1d20+8
Red, copper, cube, door...there must be keys in those other boxes, right? Where else would they be? Harboth tastes the air through his grimy, hairy nose as his eyes wander about the room, searching for anything else the party may have missed. So I figure that's an additional Perception check? 1d20+8
OOC: Sorry, just noticed the second check...you also notice a small key hold on the door...so there is a way out from the inside....must be one of those keys.
Harboth Redacre |
The key from the basket fit the chest, opening the chest brought the key from the ceiling...my guess is that the key from the ceiling fits the door. Otherwise, the challenge is not as challenging.
Harboth spends another moment in quiet contemplation...
Have we tried doing anything with that cube, other than disarming its traps?
FauxPas75 |
After several attempts at swapping keys around...and watching the the jeweled key from the jar disolve as soon as it is inserted in the Steel cube-like chests keyhole, the little mage hand eventually stumbles upon the correct order to open the locks.
With the small golden key from above fitting into the door, and the key from the Red Lacquered chest fitting into the steel cube.
Inside the cube you find a map, along with a wand.
You are turning the key in the lock and opening the door to leave as the Servant arrives in the hallway, persumably to open the door for you and let you out. As he sees the door opening he smiles. "Master Amenopheus will be most pleased to know that you have figured out his little puzzle. Please, keep the map to Master Salmar's Family Vault, and the wand as a gift. I will take any keys you have left and show you out now." With that he begins the journey to the estate gates, bidding you a good evening as he leaves you at the gate. The time is still early enough to get back to the Grand Lodge in time for a later supper, if you hurry...and Ambrus doesn't take to much of your time collecting the items you've gathered and talking to you about your day.
OOC:Wand of knock, 11 charges left. Don't bother noteing it on your character sheets, i'll go over it once everything is done with this adventure for how PathFinder does treasures and rewards.
---
The journey back from the Wise Quarter to the Foreign District is a fairly short one, unfortuantly as you get nearer to the Grand Lodge a throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby ally, the only egress past the gathering. Knowing the area well from your time in the Grand Lodge and its surrounds, you know that this same alley will get you back to your destination faster than waiting for the group to finish thier art show.
Elwyn Cintras |
Should be safe enough, since people from the crowd went that way. Hate to be paranoid but could it be a ruse, some kind of trap?
Elwyn examines the street activity, the crowd and the performers.
Perception on the crowd and performance: 1d20 + 7 ⇒ (11) + 7 = 18
If we go down the alley, before we enter it, Elwyn looks high and low to see what might be in front of them. Should they walk down it, he follows the walls darting in between spots that provide shadows. Let me know if you need a stealth check.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
FauxPas75 |
OOC: Ok, one last post...
The alley that you find yourself in is barely large enough to go two abrest, as you and a small group of strangers cuts through the alley a hazy fog begins to fill the alley. a smaller group of strangers who were with you quickly flee, leaving the alley clear except for the four of you, and four strangers. the strangers are about 25' ahead of you, when thier leader pulls a short sword, and the rest of the group pulls weapons as well. This appears to be a stick up!
Group Init: 1d20 + 2 ⇒ (16) + 2 = 18 All four members will use this Init check.
The Gang:
------------------------------------
P1, P2 Human1, Human2
P3, P4 Halfling1, Human3
------------------------------------
There is no cover where you stand, it's your standard close quarters fight. It's not going to show it, but there are 20 feet between P2 and Human1, and 25 between P4 and Halfling 1
You guys are P1 through P4, I'm going to assume that you position so that it's Harboth (P2) and Jubie (P4) in the front? and Elywn (P1) and Rachel (P3) in the back?
Elwyn Cintras |
INIT: 1d20 + 6 ⇒ (18) + 6 = 24
Awesomeness ... Ok, any chance that I can make ranged attacks with my short bow with the narrow passage and two abreast? Also, I love our pace of play, not sure that I will always be able to keep it up, but don't want to overshadow others - Jubie, speak up if you feel this way. Don't want you to miss out on the experience. So let's make sure that he gets in on this, this is his moment to shine. IMHO.
Elwyn Cintras |
If possible, pull out short bow as they advance, seeking to focus on human 1.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 Awesomeness on top of awesomeness.
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Don't get between a thief and his loot!
FauxPas75 |
Casting sleep in the middle of the group of enemies. DC 15 will save to resist. Focus fire those who resist, then havk away at the sleeping ones. Your welcome guys.
OOC: Rachel, how many level 1 castings do you have left? You have to be close to out of spells shortly, no?
Human 1: 1d20 + 5 ⇒ (10) + 5 = 15
Halfling 1:1d20 + 4 ⇒ (11) + 4 = 15
Human 2: 1d20 + 1 ⇒ (13) + 1 = 14
Human 31d20 ⇒ 5
Human 1: Rushes into the mix, charging into the frey with a laugh as arrows appear in her flesh, nearly bringing an end to the mad woman, but not quite.
Attack on Jubie: 1d20 + 2 ⇒ (16) + 2 = 18 to hit. and 1d6 + 2 ⇒ (3) + 2 = 5 for damage?
Halfling 1: the tiny halfling grins like a mad man as he goes into a frenzy and rushes at Harboth, thinking to make a name for himself by attacking the largest foe he can find!
Attack on Harboth: 1d20 + 5 ⇒ (5) + 5 = 10 to hit, 1d10 + 4 ⇒ (9) + 4 = 13 for damage?
Human 2 and Human 3 both slump into a deep slumber....perhaps to never again awaken.