Velen |
Sleight of Hand: 1d20 + 8 ⇒ (16) + 8 = 24
Velen slides the map from Queck out of Jeffery's pocket as he walks by and deftly plucks the scrap out of Watkin's hand. Glancing back and forth for a minute, he states "It's a map fragment, and it refers to this section of the city" and he points on the map to the plaza in the northwest section.
Number 15 on the campaign map.
"Should we check that out, or head to the next location to see if we can find anything else of interest? I suggest we continue gathering information."
Alrathien |
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Alrathien was in the middle of a discourse on the ancient Thassilonion art of symbol painting, where common runes were slightly modified to convey entirely new meanings, when Velen made his announcement. Looking over at the rogue, he peered at the map and the fragment.
"Oh, very well done friend Velen! You see, this is exactly how Alrathien envisioned such a thing. It is likely that at each of the painted locations, a similar map fragment shall be found. Was not Alrathien most perspicacious when he offered to buy the paintings?"
As they walked, he launched into a discussion of onionskin map overlays and the wonders of code breaking.
Kimiya Sayo |
Kimiya is startled out of his daze when Velen makes his pronouncement. He nods and moves to follow Velen, glad for a break in the tedium that is Thassilonian symbol ainting. His respite is brief, however, as Alrathien continues his lecture on obscure things no one cares about.
GM ShadowLord |
The party heads to the location Velen identifies. A tall structure located in the central square where these who were condemned to death for their crimes are executed. It is built from wood and mortar with a platform 30 feet above the ground. Presently the structure is empty, it appears no executions are scheduled for today. The party looks around but since this location isn't depicted in the other two paintings, no immediate course of action becomes apparent to them.
Watkins |
Watkins walks around the structure for a moment, poking it and giving it a good once over.
perception: 1d20 + 3 ⇒ (6) + 3 = 9
"I don't see anything. I believe we want to return to the Prison and Quickfall Abby."
"Lets head to abby now and the prison after just in case we need to visit the painter again before locating the entrance."
Jeffrey Warren |
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Jeffrey also takes a look around.
Unless Jeffrey notices anything of interest he'll nod and say, "Yes, let's stick with the places on the paintings for now."
Grethe Decard |
Grethe follows along with the party, letting out a whine here and there. uhhhhhgggggg, someone wake me up when we to da action.
Grethe nods his head in agreement with Jeffrey and Watkins and yells out Yes, to da abby. The crazy painted it, lets go dere. Unless you see something else Jeffrey?
if jeffrey sees something will stay, otherwise moving towards abby.
Watkins |
The third painting depicts the northeast retaining wall that shores up parts of the ruined Quickfall Abbey. It shows dozens of angry derros smashing brightly-painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape another group of menacing derros that seems to pursue him.
"Do you think we have to press against the wall like in the painting?
Watkins tries pressing on the wall.
Str check: 1d20 + 2 ⇒ (11) + 2 = 13
If not enough, he tries again.
Str check: 1d20 + 2 ⇒ (14) + 2 = 16
Jeffrey Warren |
"I'll try." Jeffrey places his hand on the 'I' and presses.
Str: 1d20 + 4 ⇒ (14) + 4 = 18
If that doesn't do the trick he'll try again.
Str: 1d20 + 4 ⇒ (15) + 4 = 19
And again...
Str: 1d20 + 4 ⇒ (2) + 4 = 6
His hand slip away on the third attempt, but Jeffrey wipes it on his trousers and presses the 'I' again.
Str: 1d20 + 4 ⇒ (17) + 4 = 21
Jeffrey Warren |
Jefrrey takes a step back and takes his time to observe the entire wall for a spot to push, or anything else of interest.
Perception, Take 20: 20 + 2 = 22
If Jeffrey finds another spot that looks like it should be pushed, he does exactly that.
Str: 1d20 + 4 ⇒ (14) + 4 = 18
And again.
Str: 1d20 + 4 ⇒ (17) + 4 = 21
Velen |
Velen snickers at Jeffrey and Watkins pushing vainly on the wall, and examines the area, thinking about the painting.
Perception, Take 20: 20 + 5 = 25
"Hey Watkins, why don't you try whistling that tune again, see what happens?"
Grethe Decard |
Grethe stands up and walks closer to the wall, near where the "I" is.
"Guys. GUYS! You are supposed to be polite. If dat supposed to be a door, den you should knock first!"
Grethe knocks on the wall near the location of the "I" that is engraved in the wall, then takes a step back to see if anything happens.
GM ShadowLord |
The party continues to push, push, push and knock to no avail. They (slowly) get the idea that pushing on it isn't going to accomplish what they had in mind.
Jeffrey and Velen study the area in and around the 'I' and determine that while it appears to be made of the same material, it does not look as structurally solid. Perhaps it is hollow behind it and will require a bit of a stronger touch to open.
Kimiya Sayo |
Kimiya watches with amusement as everyone pushes on the wall, "maybe we need to strike it with something other than our fists? move away." He studies the wall and whips his naginata at the spot they've been abusing.
Naginata: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg: 1d8 + 6 ⇒ (2) + 6 = 8
Alrathien |
"Interesting. Perhaps this is a new rune? Or maybe an overlay on the map circling specific structures? This takes thought and intelligence, not just bashing around with a rock. Hmm...doesn't this look like the towers from our map?"
He motions for whoever has the map to bring it out, then points between the parchment and the area marked 10 on the map.
Velen |
"Oh good, you do catch on. Yes, I believe it does represent the towers at that location. Shall we continue on to the location in the next painting?"
Watkins |
The first painting is most certainly the once-beautiful statue in front of Swift prison, but it stares back transformed, her visage twisted into a demonic snarl. Short humanoids with large, black eyes torment cowering prisoners in the painting’s background. Brandishing a radiant holy symbol, a lone figure fails to fight them off. Alrathien confirms that the creatures to be derros, and an additional reveals the lone figure to be that of Aroden as he is depicted in Taldan lore. Additionally the moon iconography as belongs to Groetus.
Watkins stares at the statue. "Now what do you suppose the trick is with this one?"
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Alrathien |
"Given that the other two images depicted Aroden's actions as those that were required to open the hidden compartments, Alrathien would lay good odds that magic - divine magic most likely - is the key to opening this one. Of course, arcane magic might work as well, but Alrathien sees little hope in that."
Just in case, the enchanter reaches a hand to touch the statue's foot and casts a light spell upon it.
Jeffrey Warren |
"I have none of that, therefor I declare this stupid."
Jeffrey sits down on the statue's other foot.
"Hmm, wait... I have a cure light wounds wand. That's divine magic. Someone wants to tap it against the lady's other foot?"
Watkins |
Watkins steps before the statue producing a small metal amulet depicting the sword and sun of Iomedae.
"I will learn the weight of my bow. Without my heart to guide it, it is worthless—my strength is not in my bow, but in my heart. If I lose my bow, I have lost a tool. If I betray my heart, I have died."
Waktins then casts detect evil.
GM ShadowLord |
Watkins casts detect evil. He does not detect any evil and nothing happens. Shrugging he turns back around to face the party to let them know his attempt failed when the amulet of Iomadae bumps the foot of the statue. While facing the party he tells them he detects no evil as the foot splits open behind him. Once more a compartment containing a parchment.
Alrathien |
"No, not that one, the new one. Yes, exactly. See here? This is obviously matching this area here, down at the harbor. Numbered 14 and 17 on this map. Now, if we assume that the object of our desire is at the center of these three locations, then that would be about...here." Alrathien reached out a long, thin finger and stabbed the map in the center of the triangle formed by the three parchment locations.
Velen |
With nothing better to do, Velen unfolds from where he was sitting, and walks along with his companions. Just for kicks, he takes the 3 pieces of parchment and holds them all together up to the sky so he can say them all superimposed on each other.
I can't visualize what that looks like, but I figure if it's relevant you'll have a picture of it
"What if this is the triangle we were looking for before? What's in the middle of these three places?"
Jeffrey Warren |
Jeffrey jumps off the statue's other foot and starts walking, again. He heads toward the place Alrathien pointed out on the map.
"This is starting to feel like a marathon. Will I get a medal after all this?"
Alrathien |
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Alrathien picked a pen and a random bottle of ink from his pack and began drawing on the map, connecting the three locations with straight lines to make a triangle, then using the simplest of geometry to connect each vertex of the triangle to the midpoint of the opposite side. The three new lines intersected at a single point. Smiling, he pointed, putting the golden ink away once more and wiping the nib of his pen clean on a scrap of cloth.
"See? A straightforward application of Grodnur's theory of geometrycal computations and analysis. The centroid of any triangle can be found at the intersection of the three lines drawn from the triangle's points to the midpoint of the opposing leg. This, dear friends, should be the entrance to the Crypt of Fools...assuming we are correct in our suppositions."
GM ShadowLord |
Thanks, that's perfect!
The party heads to the location to find an opulent manor house.
Velen |
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29
Velen walks confidently up to the manor house, having seen the I in the foundation as he approached. Getting even closer, he notices a loose brick, and after a moment's examination for traps, pushes it in, revealing the stone steps leading down. Backing away, he gestures to his companions.
"Gentlemen? Anyone care to take point?"
Grethe Decard |
Grethe walks up past velen, pats him on the back and hollers "Amaaaaaa-zing! I go first. Dun worry. I'll be more careful dis time!"
Grethe starts to head down the stairs and have a look around
perception: 1d20 + 5 ⇒ (16) + 5 = 21
GM ShadowLord |
The group goes down the stairs led by Grethe. As you descend beneath the streets of Old Cassomir the temperature falls rapidly until it stabilizes at 40 degrees Fahrenheit. The stairs are in complete darkness Someone needs light. After a number of quick turns and further descent, the party find themselves in a small chamber 200 feet beneath the city streets.
An ancient fountain decorates this open tunnel intersection. Many chipped sculptures provide spouts which drizzles water splash into the basin below. The fountain’s cold concrete edges have carved symbols that adorn its sides in three distinct bands. A set of stairs leading down from above empties into the room from the south, while two 5-foot-wide tunnels exit the room to the east and west.
Velen |
Perception 1: 1d20 + 5 ⇒ (2) + 5 = 7
Perception 2: 1d20 + 5 ⇒ (6) + 5 = 11
Velen stumbles around in the dark, completely unable to see anything of note.
Kimiya Sayo |
Kimiya follows the team down the stairs, enjoying his ability to see in low light until even that is insufficient. He reaches for his wayfinder before remembering he hadn't bought it yet. oops He taps his way along the floor until someone is able to shed some light on their situation.
Perception 1: 1d20 + 4 ⇒ (4) + 4 = 8
Perception 2: 1d20 + 4 ⇒ (10) + 4 = 14