GM Erich
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The DCs do increase if no one speaks Ignan. Go ahead and make up to three rolls each and I'll sort them out.
Or you can ignore the library and head out to the main room.
GM Erich
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For the library. So, Linguistics, Perception, or Profession (librarian). Garmit has already attempted one of his.
Garmit
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I would suggest that unless someone else has a better than 50% chance of rolling higher than a 26 then an aid for Garmit would be our best bet.
Sickly
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Sickly is not sure what documents are information might be here, but tries to help as best he can.
Auto succeed on a perception aid for Garmit in the Contracts section.
"Don't forget those ones up there." He mutters to Garmit, as the Tengu searches the Contracts section, before wandering over to the area he indicated was for Lineage information, and looking around there while the others pour over whatever contracts they locate.
Perception (Lineage): 1d20 + 14 ⇒ (19) + 14 = 33
Aid depends on skill used in the magic section! (If it's perception, auto succeed on an aid there too =)
Garmit
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Assuming we'll do all three sections and that there's still time for some further aid for Garmit, he'll look at the other sections as well. Oh, and don't remember Garmit saying anything about any other sections, did Sickly suddenly pick up Ignan all of a sudden? ;)
Auto Aid Sickly in the Lineages section.
Perception (Magic section) - take 10: 16 + 10 = 26
Malusha
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Aid Another(Linguistics): 1d20 + 6 ⇒ (7) + 6 = 13 Another aid
Malusha looks through the books in the section Garmit identified. The letters and words are completely foreign to him. "I really should have prepared myself for reading these languages," he says quietly to himself.
GM Erich
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time spent: 30 + 3d10 ⇒ 30 + (1, 4, 1) = 36
After a half hour or so of searching, the group finds several useful documents and items.
In the Contracts Section Garmit and Amarthecthel find a wealth of ledgers, trade maps, and signed business agreements covering a wide range of services, including a particularly interesting one.
Illustrious Ilshar Cinderfury,
The operation is complete, and I write to you to report our success on all accounts. As advised, the treasury’s defenses were inadequate, and our operatives easily entered the third treasury of Ashadieeyah bint Khalid and secured the Sairazul’s Tears, replacing them with the fakes provided.
Initial observations by local operatives suggest none are the wiser. We have delivered the gems to your appointed representative and withdrawn the prearranged funds from your account.
As before, your premium has paid for our silence in perpetuity. Should you have need of our services again, contact the Bralkashik by the usual means.
This is apparently a contract between the Cinderfurys and a group referred to as the Bralkashik. You may know even more about it.
The Bralkashik as an extended guild of efreeti operatives that specializes in smuggling, theft, fencing stolen goods, and other low-violence crime. The Bralkashik are something of an open secret among efreet, who see the organization as a necessary evil in a treacherously civil society, albeit an evil that shames the client whenever that patronage becomes public knowledge.
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Also, Sickly stumbles upon a frayed, ancient contract titled the Azerite Pact.
In addition to all these finds, members of the Exchange faction can easily isolate several especially informative documents valuable to pursuing business interests on the Plane of Fire, should they wish to.
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In the Lineages Section The Cinderfurys extensively documented not only their own family tree but also those of many other families. Looking over them provides considerable insights into the convoluted efreeti lineages and how those have shaped the contemporary political landscape.
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In the Magic Section The family keeps a plethora of scrolls, tomes, spellbooks, and other magical writings here. The entire section radiates a riot of magical auras, but you still eventually find three important magical items here.
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As Garmit mentioned, this might be a good place to plant some of the increminating evidence you have from Qalkami. Otherwise, where to next?
Garmit
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Appraise - Sairazul's Tears: 1d20 + 7 ⇒ (5) + 7 = 12
Garmit is clearly excited with the various finds the group has uncovered, so much so that he doesn't read any particularly carefully. He does head over to see what Feli has found that might help their faction. "Whatcha got there? Anything juicy?"
Sickly
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Knowledge (planes) for Bralkashik: 1d20 + 3 ⇒ (18) + 3 = 21
Appraise for Sairazul’s Tears: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 (am assuming my dwarven Greed bonus will apply here!)
"If those operatives stole the diamonds and replaced them..." Sickly mutters quietly, when Garmit finds the note amid the contracts. "They'd get in trouble for the theft, and for who they hired to steal them."
As the others give him odd looks, about how he might know anything about it, he shrinks away. "In our mine, in Kravenkus, we heard of the Tears." He mumbles. "No one thought they were real though."
Malusha
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Knowledge(Planes) for Bralkashik: 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge(Planes) for Tears: 1d20 + 7 ⇒ (7) + 7 = 14
"Yes, Sickly, I think that the Cinderfurys would be very interested in keeping this information quiet. We should probably take that back to them."
Malusha continues looking through the books and then remembers Garmit's suggestion. "Garmit, this is a good place to plant the evidence. Do you see a good section to put it in?"
Garmit
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I think we were given about six different pieces of evidence to plant. Was there an expectation that we'd plant it in different places around the building or just put it all in one place. I'm thinking we may need to try different places but don't want to over complicate things.
Garmit considers Malusha's question. "Sure, your guess is as good mine though. Perhaps we could sneak a extra contract or two in here with the others?"
GM Erich
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The post here detailed the six pieces of evidence. She didn't explicitly tell you where to plant them.
GM Erich
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Assuming you place several (if not all) of the evidence in the library. Does the group want to then exit directly into the central area (and confront the voices therein), or exit out the servant's back door again and attempt to enter the front door of the manor as if nothing at all has happened.
Sickly
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Hmm.. I don't see how we get across the open space to the other side of the building without dealing with whoever is in the entry hall. Much less up the stairs, if that's where we need to go (which seemed likely given the initial map).
Though if we could get whoever is out there to move north a bit somehow... we might be able to dart up the stairs from the small door in the previous room, and be upstairs before they notice us (even more so if Malusha uses his silence spell).
Amarthecthel
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"Plant some evidence here," says Amarthecthel unhappily. "And more upstairs where the master of the house no doubt dwells. If we are to take on a job we should at least do it well."
"I can try to see who is there with invisibility," advises the elf, "But they may observe the door opening."
Malusha
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"Are you sure you don't want to just plant it all here? I mean, then we can leave the way we came in. No one would know we were here. And we wouldn't get caught." Malusha looks nervously in the direction of the talking.
Garmit
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"Hmmm, don't you guys want to poke around a bit more...or is it just me who likes checking out every nook and cranny for loot or other intererstin' stuff?" Garmit pipes up.
If the voices were heard in that lowered area near the main entrance, perhaps we could backtrack a little and sneak across the back of the dining room type area at the top of the map and check out the other couple of rooms over there, without being seen. Garmit and anyone else reasonably stealthy or invisible could always go on their own if needed.
Sickly
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Sickly's not the type to make any kind of decision for anyone.
"Aren't we supposed to find the Gorget thing." Sickly mutters, as Malusha suggests just leaving now.
He doesn't comment on the possible suspiciousness of leaving all the incriminating evidence in one place.
Garmit
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"OK, how about we leave a contract and a secret document here, drop off another contract in the meeting room next door and then try and sneakily head across to the other side of the building?" Garmit suggests, tucking a couple of documents in various places in the library and then leaving a contract on the meeting room table as if it was in the process of being reviewed.
He then heads back up to the doors heading across the back of the building, checks them out for traps and then tries to sneakily duck out and make his way across to the other side of the building.
Take 10 on Perception for Traps at +20 for 30 and then Stealth at +25 for 35.
Plan is to head back to the Azer's quarter and then try and use distance and the tables, chairs etc to sneakily head across the back. From what I can deduce from the map, the voices are down on that lowered section of the map, so they might not have clear line of sight to the back of the room?
Malusha
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"Oh. I forgot about the gorget." Malusha's dark cheeks turn a little bit red. He listens to Garmit's plan and nods. "That sounds like the best." He helps Garmit find some places to put the documents.
Sickly
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"Upstairs seems more likely." Sickly mutters, remembering the map the azers showed them earlier in the day.
Seems like trying to get upstairs would be more helpful... the map we saw showed some sort of trophy room, and an office of some sort up there.
Its all on the same level where you're going. We'd be in full view... and that's not going into sneaking skills =)
The stairs lead up to part of the map not shown, not the area with the table we see now.
Check the map we were shown (on slide 3) It shows how the upstairs connects up
Garmit
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Ok makes sense but isn’t going up the stairs in full view as well? As the guys were talking figure there may be a chance to stay unnoticed if we don’t go too close to them. Completely happy to go wherever the group wants to go (except out of the building). Let’s just not over think it and go somewhere soon. :) upstairs works for me.
Sickly
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was why I mentioned trying to distract them north a short ways... the stairs would block line of sight if we left through small door in the meeting room, and went right up them.
But not sure we have any way to get both of whoever is out there to move north towards the kitchen door.
So ya, jump out and say hi might be easiest... though perhaps a silence spell to prevent them from calling for help?
Malusha
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"Can someone maybe crack a door and look into the front area? How many people are out there?" Malusha whispers and hopes that one of the more stealthy in the group follows up on his suggestion.
There's always the possibility of a couple of us going around the building on the outside and coming to the front door. We could try and distract them while the others sneak past and up the stairs. Also, I do have Silence prepared if we need it.
GM Erich
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Moving this along just a bit.
Garmit opens the door, just for a peek, and spies two creatures in the front by the main doors. Neither seems to notice the door slightly opening. One appears to be an efreeti woman in fine clothes with a great falchion dangling at her side, almost scraping the ground, who is definitely the talkative one. She is flanked by a fifteen foot long, muscular, two-legged dragon who is covered with thick black-crusted scales and mostly nods at her observations. The floor under their feet bears an intricate geometric etching.
Two immense staircases do sweep up each side of the entry hall, joining at a second floor about twenty feet above. Small doors lead to both the east and west, they appear to have the same "frost-fire" trap as the others.
The large room in front of Garmit contains sofas and chairs upholstered in leather with a distinct and appealing metallic sheen. A steel table is set with stone plates, crystalline cutlery, and gold-lined goblets. Doors to the north (also apparently trapped) open onto a narrow terrace, and the portrait of a stern efreeti hangs along the west wall. It is clear to the tengu that the room has seen little use recently and is instead arranged to highlight the household’s wealth.
As Garmit considers his next move, the doors across the large room suddenly open and a cadre of five mephit like creatures, seemingly composed of hazy steam, stumble-fly out of the room. They laugh to themselves as they pass by the efreeti woman, who gives them a casual look of haughty displeasure before they exit through the main doors of the estate and into the city.
Garmit
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Thanks for the push along, GM.
So, how do want to play this now, guys? Step out and bluff our way up the stairs? Say that we're the new guards assigned to the place maybe, given the azers have left? Garmit's only got a +4 bluff, anyone got a higher rank in that skill? any other suggestions?
Sickly
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It feels like we've stalled for lack of someone making a decision! =)
So lets just go back outside, come in the front door, and see if someone can't fail to bluff our way upstairs!
Then we can just watch it blow up from there... but at least we're moving forward again!
GM Erich
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Agreed, Sickly. If anyone wants to remain behind in the areas already explored - move back now or forever hold your peace.
After planting several documents in the library and meeting room, the group exits the back door and returns to the front door to make a more "respectable" approach.
Pulling a long braided rope outside the front door, the sound of soft chimes fill the air, and within moments the doors sweep open. The efreeti woman positions herself as if to prevent your entrance, but not too suspiciously.
"I am Xojject, prefect to the House Cinderfury and my master Xojject. He does not entertain guests without an appointment and we were not expecting..." She takes a long disapproving look at your group."...guests. Perhaps you could explain your business at our estate?"
As she speaks she leans casually on the door frame.
The dragon simply stares at your group, sizing up your prowess, and smoking.
Garmit
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Perception: 1d20 + 16 ⇒ (10) + 16 = 26
Garmit notices that the efreeti woman is reaching to push a button on the door frame and speaks up quickly. "No, no! There's no need to call the alarm, we're here on business. We've been hired as your new guards. Heard you had problems with the last lot, but we won't let you down. Haven't got the message we were comin'? Sorry 'bout that. Just go and check with you're boss and I'm sure they'll confirm it...we'll just wait here while you duck off!"
Bluff: 1d20 + 4 ⇒ (13) + 4 = 17
Malusha
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Perception: 1d20 + 10 ⇒ (13) + 10 = 23
At this point Malusha realizes that he doesn't have a very good plan. He smiles broadly at Xojject while Garmit explains their situation. His eyes drift to the dragon that is examining them and he tries to maintain his composure.
Aid Another(Bluff): 1d20 + 0 ⇒ (9) + 0 = 9
Sickly
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Sickly is very nervous. Everything was well and good when they had a plan, and were carefully avoiding confrontation... but now they were walking right into it... already he could feel some sort of rash breaking out on his neck, and he couldn't help but stop and scratch it as they approached the front door.
When they are stopped by the efreeti woman, he starts to sweat as well, despite knowing full well she was going to be there.
Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Of course, it only got worse when he realized the efreeti woman was signaling... someone... and he suddenly developed a tick in his left cheek in response as his eyes cast sideways trying to see if the others have noticed.
Bluff aid: 1d20 - 3 ⇒ (3) - 3 = 0
It was all he could do to not collapse from nervousness as his face slowly starts changing shade from pasty white to bright red as he realizes he's holding his breath. Needless to say, he's not helping maintain their ruse at all.
GM Erich
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Ah, didn't proofread my post enough. Her name is Ewari. Her master is Xojject.
Also, I didn't mention you could have buffed as needed before ringing the doorbell.
Filmore Gimdus
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Filmore won't lie but he tries to calm the efreet down, "No need to do anything hasty, just give us some time to explain what is going on."
Diplomacy: 1d20 + 24 ⇒ (18) + 24 = 42
GM Erich
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Nearly spurred to action, Ewari the efreet casts a glance at the persuasive gnome, perhaps delighted by his novelty.
"Well, I suggest you do! A changing of the guard by simply showing up at a doorstep is highly unorthodox." Her confused gaze flashes back to Garmit.
The dragon behind her bristles and the semi-molten scales on its back grind in thick thuds against one another.
Amarthecthel
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Before knocking, Amarthecthel cast shield.
Ready action to attack this efreet as soon as negotiations go south.
Garmit
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Garmit looks back to the group to come up with another explanation, with a This wasn't really my idea in the first place look in his beady eyes.
Anyone? Garmit's happy enough to just start the stabby stabby if we don't have any better ideas.
Garmit
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"OK, OK, sorry for the misdirection. I'm really a businessman always on the look out for new trading contacts for my organisation. You seem like a succesful operation. Would you be interested in setting up some new trade connections? If you need to run it by someone else first, I understand. I'm sure you've got somewhere we can wait...even here is fine, while you go and confer?" Garmit, realising it may be up to him to keep talking, tries a more truthful approach.
Diplomacy (take 10): 10 + 9 = 19 Hoping that with Filmore's roll or a bit more aid this might be enough. Running out of ideas for stories, though. If that doesn't cut it, can someone else come up with a plausible reason to be here.