Pizzmic
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so I don't know how important it is but what door did she run out of and would it been possible for any aoo? Basically to grapple the bat from leaving the room
Narvik Drak
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The woman has a familiar! The cat has alerted this woman that we have discovered her crimes!
Narvik will try to move to rejoin the group downstairs, securing the items he had found.
Ralklain Kiessen
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I'd like to know if we can incriminate her based on her attitudes. I understand she'd been taking money from many, and that's kind of a con, but can she be incriminated in that way? If YES, I do the following:
Ralklain speaks fast, moving to the door the woman had just moved through:
Well, the guards may be coming, maybe some of us should wait outside for when they came we are ready to explanate what's happening, but let's not lose track of the woman first, she might be getting away.
Common X, I need you down here and fast.
Talor Blackstone
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Talor stands stunned for a moment. It talks...
Can I identify which cat started the disruption?
Keeping a wary eye on the cats, he feels the freedom to poke around a bit more before joining the others.
perception: 1d20 + 6 ⇒ (12) + 6 = 18
Ralklain Kiessen
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Ralklain detects magic first, thinking that she could be invisible. If he finds nothing he will search the place for secret passages.
Narvik Drak
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Narvik will follow Ralklain and crew into the room they chased the woman into. Where did she go? Narvik then wonders if they should stay where they are. Perhaps we should just bring back what we found to the Silver Crusade.
| GM FurtiveZoog |
Ralklain, remembering some sage advice about searching with detect magic, casts his spell and spends a little time and notices that there is, indeed, a magic aura in the room... there is it. As you are doing so her ugly visage comes back into view about 10 feet from you, casting a spell!
It is a longer spell, so you may now act.
Wuliem BrokenCrown
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Wuliem immediately tosses the tanglefoot bag at her.
tanglefootbag: 1d20 + 3 ⇒ (17) + 3 = 20 touch attack
Source Core Rulebook
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Watch it! She is casting a spell!
spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Narvik Drak
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Narvik sees the woman come into view and elects to cast Death's Touch on her.
Touch: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 ⇒ 2
| GM FurtiveZoog |
1d20 - 2 ⇒ (20) - 2 = 18
Auntie Baltwin is hit directly by the tanglefoot bag, but somehow is not stuck to the floor. Still, her movements are obviously slowed - there will be no fast escape for her!
As Narvik approaches with his fearsome touch, Auntie Baltwin shouts: "I surrender! I surrender! You quickly get her surrounded and disarmed.
You can always 'hold the charge' in case she ceases complying.
Soon, the watch arrives, and Auntie Baltwin shouts, "Help me! They attacked me and ransacked my house! They are stealing money and the children's medicines!"
1d20 + 8 ⇒ (17) + 8 = 25
The watch looks at you very sternly.
What do you say/do?
Narvik Drak
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Narvik looks to the others, thinking that having a half-orc attempt to explain how he came to find the items in his position might not be the most ideal situation.
Aid Diplomacy to whoever takes the lead: 1d20 + 3 ⇒ (4) + 3 = 7 She does not tell the truth. She is turning charity into self-gain. If asked, Narvik will show the party and/or the Watch the ledger and such that he had found and will show them where they were if required.
Pizzmic
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Pizzmic having expected the guards is waiting in the room speaks up ready for action. Gentlemen do not be fooled by this manipulative ruse, we entered Madam Baltwin's estate upon offical business of the silver crusade. She had recently requested additional funding which seemed quite odd considering the excessive amount of aid the society already provides this orphanage. Once we discovered her unlawful use of society charity funds she attempted to flee the estate and is now trying to futher manipulate the law by saying we ransacked her house. This woman needs to be detained and these children need to be sent to another orphanage promptly diplomancy: 1d20 + 10 ⇒ (20) + 10 = 30
| GM FurtiveZoog |
Seeing the evidence and hearing Pizzmic speak, the stern gaze of the watch quickly shifts to Auntie Baltwin. The watch take her in for investigation and collect your information for further statements and testimony.
Some neighbors, seeing all of the excitement, agree to watch over the children with the aid of a member of the watch until someone - likely from the Silver Crusade for now - can take over, notifying parents and finding suitable guardians for those without. The watch also begins interviewing the children. ;-)
Ollysta Zadrian, the Sarenite paladin of the Silver Crusade, thanks you profusely for catching Auntie Baltwin's crimes, though she acknowledges the important responsibility of replacing someone who, despite all, was an effective healer...
As always, if anyone wants to add anything, please feel free to do so.
Where to now?
Pizzmic
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Pizzmic appoarches Ollysta Zadrian and thanks her for the chance to serve the crusade and informs her that if she ever needs his services to not hesitate to send word. if baltwin was a caster did she leave her spellbook behind and if so pizzmic would like to discretly copy spells he does not yet possess.perception: 1d20 + 2 ⇒ (9) + 2 = 11 looking for her spellbook and any other useful items
Ralklain Kiessen
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Lol that was fast! Well rolled Pizzmic! But I think she was a witch, for the familiar, wasn't she?
Thank you for the opportunity lady Ollysta. Don't hesitate to call us if there is anything else I could help you with. Something crossed my mind, perchance you know about a halfling...(describe the halfling and the woman). It happened right after we leave your offices, so if they have nothing against us maybe it's against the Crusade. Do you know anything about it?
| GM FurtiveZoog |
Sadly, she was an 'adept' - a weak cleric with a familiar - and so has no spell book.
I should have also noted that you found the empty potion bottle in the room, after Auntie Baltwin is taken away.
And, when you disarmed her, you found a 'potion' and two scrolls.
It is a potion of Cure Light Wounds.
"I know nothing about the halfling or the woman that you describe. Sadly, both the Pathfinders and the Silver Crusade have as many - or more - enemies than true friends, and there are always simple criminals - like Baltwin - looking to steal rather than earn their way in this world. Watch yourselves!"
Ralklain Kiessen
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Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
Weird rolls are weird
"Will do!"
To the next one then!
"Sounds simple enough. Talk with the man and make the agreement."
Wuliem BrokenCrown
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An Osirin Noble?...
Well, I may need to dress accordingly.
I can't embarrass my self in front of a Noble from my home country!
Wuliem looks to the group.
Perhaps, on our way to the Wise Quarter,
I may have a chance to purchase a new robe?
Ralklain Kiessen
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"New robe? But i thought you were breeding those holes and burns! They should be like family to you!" Ralklain laughs.
| GM FurtiveZoog |
Wuliem is capable of finding a robe on the way. Everything is available in Absalom.
Grab a beverage - long post ahead.
You make your way to the rich estate of Grand Council member Dremdhet Salhar, and are greeted by a guard who is expecting you as you reach the tall, wrought-iron gate. Once inside, a servant tells you that Salhar is not present, called away on important Council business, but his most trusted advisor is available to negotiate any business you may require. The servant explains this while leading you down well-decorated hallways, past expansive rooms.
After a few minutes, the group arrives at a simple study near the end of a long hallway. Inside a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As the group approaches the open door, the wise sage silently gestures you into the study with one thin hand, while closing the tome with the other after finishing what he was reading. Once you are all inside the study, he addresses your group.
“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.
(You have the distinct sense that questions and comments are inappropriate at this time...)
After leaving Amenopheus’ study, the servant brings you back through the spacious estate, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for you to enter.
The plain stone room contains 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 and a covered wicker basket.
After entering the room, the door is closed and locked behind you! Turning around, you see written on the back of the door is the message: “Within these cases lies your quest and your way out.”
The two-foot-round wicker basket has its lid resting gently atop its wide rim.
The gallon-sized clear glass jar is about half full with clear liquid. At the bottom of the vessel sits a jeweled brass key.
There is a rather plain copper-bound chest with a keyhole.
There is a smooth, red lacquered chest that looks devious: the solid metal plate surrounding the gaping keyhole pulses with glowing amber runes.
The steel cube has only the faintest crack where its lid meets the base, and would be completely featureless save for its narrow keyhole.
Alia Charybdis
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On the way to the estate of Grand Council member Dremdhet Salhar, Alia will prepare her last spell slot of the day with Command.
Perhaps this will be useful in our future dealings.
Pizzmic
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Pizzmic will look at the 3 chests closely investing the keyholes and quality of the locks. He then moves over to the wicker basket slowly grabs the top of it and shakes the basket ever slightly to listen what's inside.
Wuliem BrokenCrown
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Wuliem, standing just inside the room, studies the items closely.
perception: 1d20 + 5 ⇒ (18) + 5 = 23
I wouldn't abruptly disturb anything...
He begins just as Pizzmic grabs the basket!
Wuliem does study the liquid inside the glass jar--from his position!
Narvik Drak
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Narvik will merely observe at the moment. He had enough excitement earlier.
Busy day today, just letting you know I'm still here. Hope to post tonight.
Wuliem BrokenCrown
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Wuliem--looking for any sort of trap--steps up to study the jar more closely.
if he doesn't see anything 'trap-like'...
He then picks up the jar to further examine it.
I may be able to ascertain what this liquid may be.
One moment, Alia.
craft alchemy: 1d20 + 9 ⇒ (11) + 9 = 20
Talor Blackstone
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Talor carefully inspects each of the chests and the cube for traps or other unusual features (aside from those already described):
perception (copper-bound chest): 1d20 + 6 ⇒ (3) + 6 = 9
perception (red lacquer chest): 1d20 + 6 ⇒ (11) + 6 = 17
perception (steel cube): 1d20 + 6 ⇒ (15) + 6 = 21
A moment of gastric malfunction interrupts his review of the copper-bound chest, but he soon recovers his focus...
Pizzmic
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Pizzmic looks at the lower table. back up everyone let me see whats inside here Grabs the lid of the wicker basket and shakes it enough to move around whatever could be inside. ok lets hope its not full of snakes! waiting to hear and feel what moves around if it doesnt appear to be dangerous pizzmic will lift the lid and back up immediately.
Wuliem BrokenCrown
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Wuliem motions to the jar, placing it carefully back down on the table.
There appears to be some caustic cleaning solution inside that would ruin your day if it touches your skin.
He then takes a peek at Talor for a moment before continuing!
I would surmise that just breaking the jar to procure the key would be an obvious choice.
spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Wuliem glances at the enthusiastic Pizzmic.
Isn't there a cantrip that would allow one to lift out the key without actually touching it?
Ralklain Kiessen
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Would the wicker basket be useful as a strainer for the acid, or would it melt down?
Ralklain takes 20 on perception to examine the boxes, and detect magic on everything (the 3 chests and, the jar, the basket, the key and the cloth).