Malusha
|
"I think that sounds like a good plan, Garmit." Malusha moves towards the back of the group in order to allow Garmit, and anyone else who is stealthy enough, to peek into the room beyond the door. He looks nervously from side to side hoping that no one notices them.
GM Erich
|
Door seems fine and is unlocked. This luxuriously appointed lobby contains numerous high-backed chairs and rugs of woven copper. Scraps of thin metallic plates, rolled up like scrolls, surround a small hole in the south wall but they look scattereed, not neatly placed. Peering in, you can clearly see the inhabitants in the center of the room.
Two salamander "officers" appear to be gruffly dressing down four azer mercenaries, who stare at the ground and shuffle their feet.
perception - salamanders and azers: 6d20 ⇒ (5, 18, 9, 18, 4, 18) = 72
One of the officers turns as the door opens. She looks momentarily perplexed then quickly turns back to the azers, motions back to the door and spits out more threats.
And now you see, the Cinderfurys have sent soldiers to see the your nasty rebellion punished."
Apparently spotting Garmit she turns back to the door. First in Ignan, then in Common, she addresses you sternly.
"Well, what are you waiting for? Punish these four for plotting to abandon their masters!"
| Feli2 |
Felicitas just shrugs and looks at the woman and replies.
"Forgive, we do not know how they have to be punished? Laws are so very different in all the different countries. Do we have to shave their hair? Pelt them with rotten tomatoes!"
GM Erich
|
Some sort of charisma based check (Bluff, Diplomacy, Intimidate) seems in order if you are going to talk to the salamander officers.
Garmit
|
"Ah!" Garmit pauses a moment, not used to being spotted so easily, but then he starts to think on his talons. "Of course, of course! We'll get right to that. Abandonment!? Shocking, absolutely shocking, especially when there are so many important things to protect. Can't just let any old group of scoundrels waltz in and take things under your noses...but, er, we'll need to do the punishment in private, of course. Best you not see what we have to do, or how. Could be upsetting and of course you want to retain some relationship with the troops afterwards, yes?"
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
Malusha
|
Taking a cue from Garmit, Malusha moves towards the guards with his arms spread. He tries to usher them towards the passageway across the room. "Why don't you guys head back there and guard something else while we, uh, take care of these guys."
Aid Another(Diplomacy): 1d20 + 5 ⇒ (3) + 5 = 8
GM Erich
|
The salamander seems to get another idea as the group moves into the room as she eyes your shiny weapons and armor.
"You know..." she hisses "I think I would have received advance notice if the Cinderfurys had hired more guards to take care of such things, but maybe we can still come to a deal. Raklash and I might be willing to "guard something else" for the right price. Two thousand gold would do it."
If you want to handle things this way, a character with the Outstanding Bounty boon from Pathfinder Society Scenario #6–17 Fire of Karamoss can cross that off to satisfy the bribe instead of paying the money.
The azers continue to act somewhat submissive, although you can see them taking more frequent glances your way.
You have also laid some groundwork for a bluff check if that works better for you all.
| Feli2 |
"Well, Sirs, I think I can hear a cry for help on the other side of the plaza. It might be worth your while. We will take care of the guarding here. We are good, no excellent to do so!"
Bluff: 1d20 + 21 ⇒ (12) + 21 = 33
GM Erich
|
"That must be those devil diplomats again. I told you they'd be trouble." She whispers under her breath to the other salamander.
Passing by you on the way out she laughs. "You're lucky the Ciderfurys pay us so well to handle drunk devils. Don't be too hard on them azers... they're sadly kind of stupid."
With the salamanders gone, the azers finally look up at you fully, wondering what their fate will be.
Lying on one of the tables is a magical lens and in one of the bins, a jar of magical salve.
Examining the scrolls takes some time, but yields some insight into the azer's "crimes".
Malusha
|
Spellcraft@lens: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft@salve: 1d20 + 8 ⇒ (19) + 8 = 27
Seeing the guard leave, Malusha sighs in relief. "Whew. I was afraid they wouldn't leave. Now we just have to decide how to let these guys go. Maybe something on the table will help us." He moves to the table and picks up the lens. After a few moments of inspecting it he puts it back down and studies the salve. "Ah. I see what this is. It will help with smaller creatures but I don't think it will help us here."
GM Erich
|
Noticing that no one is ominously stepping forward, one of the azers remarks "What is it then? What's to become of us?"
Amarthecthel
|
"We thought of just letting you go," says Amarthecthel. "We don't care about you and want nothing from you. Why exactly were you planning to desert? Or were you?"
GM Erich
|
Suprised by the elf's words, the supposed leader speaks. "That's it? Let us go?" He turns to the others with a shrug. They start to gather their equipment.
"Desertion is such a strong term, off-worlder. We was only talking with a group from the Common quarter who claims to have a way into and out of the Brass City for folks like us. As far as we're concerned, the terms of our life-debt has been paid but the Cinderfurys wouldn't honor it - seems like somethin's forcing them to keep their costs down. There's a half million of us in Brass City. You really think the Cinderfury's would miss a quartet of us? Well, seems like these charges've stuck, so we've no choice but to flee now and find proper counsel."
As they finish securing their items, they move to exit the door behind you.
"Don't really know why you are feeling so generous today. You look like you might have knocked us around good and no-one would've stopped you."
Amarthecthel
|
"Best you don't ask too many questions," says Amarthecthel. "It's your lucky day. What if anything else can you tell us about the Cinderfurys and their troubles?"
GM Erich
|
"Don't know too much about them. Worked in one of their manors, Emberhearth. That's all. The place is real fancy. Too fancy. Word is, the Cinderfury's spent all their gold pretending to be more powerful than they really were, to impress the Sultan."
He leans in to the elf.
"That's the problem with efreets, see. They couldn't do a real day's work if you paid them."
One of the other azers looks your group over.
"Wait a minute, your not thinking about taking them on? That'd be a gas." he laughs, and the flames brighten around his head.
GM Erich
|
Turning from Filmore, the lead azer blinks knowingly at Malusha.
"So you do want to get in. Hmm. Can't say I wouldn't mind turning a few screws into the Cinderfury machine."
He spends a few moments giving you a general layout of the Emberhearth Manor. New Map
"Now if you do end up poking around up there, keep your eye open for one of the Cinderfurys’ greatest treasures - Flamebinder’s Jaw. Kind of personal to all of us as it was the jawbone of the first enslaved azer to ever defy the family. Supposedly he'd learned some damning secret about the efreet, so in order to both make an example and preserve this secret, the family killed 'im and made a trophy out of his jaw. I wonder if recovering that jaw might allow us to commune with Flamebinder, learn his secrets, and use it against any other efreet that wants to subjugate us."
Another one of the azers shifts nervously in the back.
"Maybe we should 'ead out now, boss. Those sallys could be back any time. No time now for a history lesson for the out-worlders"
Although somewhat hesitant to provide real help, you get the sense that maybe some diplomacy might eek out some substantial aid from the azers.
GM Erich
|
Unless you want to roll diplomacy to get more aid from the azers, it is time to move on to Emberhearth. Feel free to cast any buffs and come up with a general plan to get in (storm the place, bluff, diplomacy...?). Based on the "map" the azers described, there is a main entrance and a servant's entrance to the manor.
Filmore Gimdus
|
Diplomacy: 1d20 + 24 ⇒ (7) + 24 = 31
"I mean if you want to provide a few screws we'd be happy to apply them where necessary. Do what you can or do what you want," says Filmore happily.
Amarthecthel
|
How big is Emberhearth? I want to know for the purpose of timing buffs. Mine will each last 10 minutes.
Garmit
|
As Garmit waits to see if the azer's have any more information to give them he starts thinking about plans to get into the Manor. "In through the Servant's quarters? I mean if we want to just talk our way in through the main doors, that's also fine with me but getting in behind their backs sounds too much fun to pass up!"
GM Erich
|
@Amarthecthel Unless there is some hidden dungeon, the mental map the azers make for you shows about fifteen "large" rooms.
Clearly excited at the opportunity to turn the tables in some small way, the head azer flashes a bright fiery grin. "You helped us, we should do something for you. We won't have much time and it is just the four of us, so you tell us what you want us to do."
The azers can help in one of three ways: They can gather the other azers at the estate and convince them to leave, collect as many treasures as they can for you, or gather important documents for you.
Once you have decided how they will help you, they take off - eager to set their plan into action. Leaving you to finish formulating your own plan of entry.
A location was also set up with them to meet elsewhere in the city after the adventure to hand off what they find.
--------------------------------
Moving to Emberhearth when you are ready.
Emberhearth is the last remaining estate of the Cinderfury family: elegant, grand, and opulent. Made entirely of living brass, it rises to a height of 60 feet and is proportioned almost entirely for the massive genies. There are 5-foot-wide windows placed evenly around the building, with maroon curtains currently drawn for privacy.
New map is up if you want to place yourselves on it.
Garmit
|
"I was all for them gathering some of the documents...didn't want the place to be completely empty when we got there, or we'd miss all the fun...but happy to go with whatever we all think is best." Garmit replies.
Malusha
|
"Which is the plan?" Malusha looks confused at Felicitas. "I like the idea of having all of the azers out of the way though. That seems like the safest. That will keep any of them from getting hurt if things go badly."
Garmit
|
"Sure, let's do that then. I'll keep my beady eyes out for the documents, then." Garmit concedes.
GM Erich
|
The azers agree to pull their kind from Emberhearth. As they would have been the servants there, perhaps the back door is the safest way in now? Or do you prefer to go to the front doors? Please place your tokens where you wish to enter.
Malusha
|
"Since the servants are all gone, I think we should try sneaking in from their quarters. Didn't they say that there was a servant's door at the back?"
The NE corner looks like it has a door into the servant's quarters. Could we use that?
GM Erich
|
Two votes for the servant entrance... I will assume everyone is checking things out rather thoroughly (using detect magic, etc.)
In stark contrast with the rest of estate, this room has few decorations and only simple furnishings, such as stone cots, a makeshift table, and a chest of drawers to the south.
Even further south, a cramped kitchen area houses stone countertops neatly organized with cooking utensils that line the north and west walls. The once-overflowing cabinet to the south contains only an odd assortment of ingredients leftover from past cooking projects. The stove to the northwest still burns with a small, magical flame. Small braziers hang from the 25-foot-high ceilings and illuminate each room sufficiently.
A noticeable blue shimmer marks the door frame on the southern wall, possibly some type of arcane trap.
Under the table lies a small satchel.
Amarthecthel
|
Detect Magic and Knowledge Arcana: 1d20 + 18 ⇒ (13) + 18 = 31
"Beware the door. It appears to be magically trapped," says Amarthecthel, cautiously surveying the room.
Sickly
|
"Don't the servants need to get through though?" Sickly mutters, at news of the trapped door, as he wonders why it would have a trap on it.
Still, he stays well clear of it as his nose starting to run from some random spice in the air of the kitchen. He wipes at it absently with the back of one sleeve, as he listens quietly to see if there's anyone outside the doors to the main part of the building.
Listen at the double doors.
Perception: 1d20 + 14 ⇒ (19) + 14 = 33
GM Erich
|
Sickly hears the sounds of a conversation in draconic, probably somewhere near the main entrance.
Malusha
|
Malusha pulls the satchel out from under the table an looks through it. "Hey everyone, look what they left us." Malusha puts the contents of the satchel on the table.
Garmit
|
Garmit, his instincts getting the better of him, perks up at the mention of a trap on the southern door. "You lot better stay back then, I'll deal with this thing. Maybe we can keep sneaking around rather than barging in on whoever's behind those double doors?"
Cracking the knuckles of his talons, he gets to work on the door.
Disable Device: 1d20 + 24 ⇒ (11) + 24 = 35
GM Erich
|
The table fills with all manner of vials and paper for your use as Garmit easily suppresses the magical energies around the southern door. Both doors from the room are now in play.
Sickly
|
Liking the idea of going through the other door, much better than finding out what's lurking in the main hall, Sickly will move over to the southern door after Garmit is done, listen carefully, then take a look.
He seems to be fidgeting more than usual, and you wonder if he just wants to get away from the random spices and allergens in the kitchen area.
listen, then open it up if it seems safe.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
GM Erich
|
The silence in the next room seems "comforting" so Sickly opens the door.
The next room simply contains a glass table etched with serpentine designs and high-backed glass chairs. Several more arcane traps outline the doors leading to the manor's central portico.
A set of double doors lead south that appear to be trap-free.
Expanding your search to the library to expedite the game.
Unlike the other rooms so far, the estate's library lacks windows. Felt-lined shelves from floor to ceiling cover every inch of wall space in this exquisite and relatively cool library. Each shelf contains a menagerie of books, ancient scrolls, maps, metal plates, and charts of all size, color, and design. A large table sits in the middle of the room, holding stacks of books and stray sheets of parchment. Exotic trinkets and baubles are interspersed in the multitude of items, with each shelf labeled in angular text.
If you wish, you can each spend time (roughly 10-20 minutes for each section) thoroughly examining one of those three areas.
Searching a particular area for that amount of time may yield important documents and other finds in that section, based on a Linguistics, Perception, or Profession (librarian) check.
Garmit
|
"So, do one of you guys want to plant some evidence here. This seems as good a place as any to leave something juicy! Garmit then heads across to the shelves, attempting to read out of the labels. "Ignan, I think! One of the few languages I don't have up my sleeves, but once you know a bit of most tongues you can usually make a bit of sense out of others!"
Assuming a Take 10 for 27 will be enough to at least understand the gist of the labels
"This one says contracts! I might have a bit of a browse through this section for a few minutes. See if I can't find somethin' that catches my interest! Anybody want a lend me an extra eye?"
Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Sickly
|
Sickly eyes the library with interest, always preferring books over people growing up.
Still, the strange language on the shelves makes him a little nervous, not recognizing any of it. He looks absently at some of the other areas.
"What do these ones say?" He asks, quietly, unable to read the labels to know what section he's even looking at.