Kurth, Bringer of Civilization |
Don't worry about it, GM. You're doing a good job!
Kurth takes a step around the imp, then strikes it with his sword again:
5-foot step to get behind the imp so we can flank it
Attack: 1d20 + 5 ⇒ (19) + 5 = 24 (add another +2 if flanking)
Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
GM Henry Fortuna |
You find a small library. The books on the shelf against the north wall are in a language you do not understand. There are reagents and vials scattered about a small desk. You get a feeling that most of these things are not for good purposes.
Zarta enters her bedroom. You clearly catch a look of annoyance before she assumes her haughty demeanor. She looks at Kurth with a flirtatious smile.
"Oh, well. I have no need for a weak servant. I do appreciate a man who can get things done. Would you consider joining our little group? There would be a bright future for someone of your talents," Zarta says, clearly making overt moves on Kurth. "However, the choice remains yours but do keep me in mind."
She calls on Aldor shortly to escort you back outside.
Anything you'd like to do before leaving?
GM Henry Fortuna |
I'll let Vim and Elianna put in their two cents, but...
Aldor guides you back outside and bids you farewell with a curt bow. The rain has finally cleared up, yet there are dark clouds looming in the sky. The temperature is moderate and would be quite nice if there was some sunshine. You see that townsfolk have decided to take advantage of the break in the rain to do their daily tasks.
Where to next?
Vim Teldish |
Vim will have followed Illias into the adjoining chamber and made a cursory glance around for anything valuable.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
If there's anything of note he'll scoop it up, practicing his skills as he does so.
Sleight of Hand: 1d20 + 7 ⇒ (1) + 7 = 8
GM Henry Fortuna |
As you make your way out of the Ivy District, you catch sight of the same theater group who made an offer for Titan earlier. They raise their hands in greeting, but (thankfully) go about rehearsing their act. You see a few more artists until you reach the Wise Quarter. Here, the actors and painters have been replaced by scholars hefting scrolls and discussing books. A small contingent of the Learned Guard marches by, pointing to several edifices in the area.
With no trouble, you find Grand Councilmember Dremdhet Salhar's estate. There is a guard standing outside a large, wrought-iron gate.
GM Henry Fortuna |
The guard lets you pass and servant greets you as you enter. He informs 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. You are led down well-decorated hallways and past expansive rooms. After a few minutes, you arrive at a simple study at the end of a long hallway.
A tan-skinned old man sits behind a desk flipping though pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. Without looking up, he gestures for you to enter with one hand while closing the book with the other, after he finishes what he was reading.
GM Henry Fortuna |
The old man wastes no time in addressing you. He looks up at you in appraisal.
"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.
Kurth, Bringer of Civilization |
Kurth is very impressed with Amenopheus' little speech. He takes a moment to think of an appropriate answer before he replies:
"We thank you for your trust in the Pathfinder Society. You speak wise words. Indeed, trusting in the relics of the ancestors is the way to rise above the arrogance, folly and greed that haunt our times - and to regain old power."
GM Henry Fortuna |
The servant gives no reply. As you all move into the room, the servant closes and locks the door behind you. A note is posted on the back of the door. It reads:
"Within these cases lies your quest and your way out."
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.
Kurth, Bringer of Civilization |
Kurth smells the liquid in the jar and lifts the cover of the wicker basket.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
In reply to Illias: "Why don't we see what's inside all of those chests before deciding which one to 'use' to get out of here? I think what is inside of them might be more useful to us than the chests themselves."
I don't care in which order we open them.
GM Henry Fortuna |
All of the chests are locked.
Will save Illias.
Kurth, Bringer of Civilization |
"Stand back everyone. There are keys in here. But some nasty surprises as well."
Kurth carefully puts the jar down on the floor, away from the basket.
When he is sure everyone has stepped back, he pours a flask of lamp oil over the wicker basket and sets it on fire. Then he quickly takes a few steps back himself.
GM Henry Fortuna |
Viper's Reflex Save:1d20 + 5 ⇒ (14) + 5 = 19
The basket burns, but the viper waiting at the bottom surprisingly evades the flames. It lashes out against Kurth.
Viper's Attack:1d20 + 5 ⇒ (8) + 5 = 13
The viper almost bites Kurth, but fortunately misses.
Initiative:
Kurth:1d20 + 1 ⇒ (2) + 1 = 3
Illias:1d20 + 1 ⇒ (14) + 1 = 15
Luthor:1d20 + 1 ⇒ (17) + 1 = 18
Viper:1d20 + 3 ⇒ (11) + 3 = 14
Your turn, Luthor.