~Lance~
|
Lance seems strangely at home and comfortable having a bunch of butch men in a dungeon, and continues the banter and entertainment.
Anaristiel Teladren
|
I thought disguise rolls were to be done by the GM? Reference here. Anaristiel's bonus will total 13, with the spell.
You get only one Disguise check per use of the skill, even if several people make Perception checks against it. The Disguise check is made secretly, so that you can't be sure how good the result is.
Jalthas
|
Jalthas takes an interest in the "Discharge Logs", looking up Zefiro's name.
Would it be possible to add his name for release with a check to create a fake entry? If so, what would be the correct skill? All of this of course provided we can distract the guard.
| DM Kludde |
Disguise: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Good day, Galvar, the lone guards says have you come to relieve me? My head is ringing like a bell from this paperwork, i'd much rather enjoy the flowers in the garden.
Jalthas
|
Bell... flower? Oh wait!
Jalthas's helmet turns away from the dusty manuscripts, his deep voice rising from the hollow-sounding suit of armor. "You must be Krima. Well-met. It seems we have common friends who deal in the flower business. Bell-adonna is their speciality, I hear."
Then in a lower voice. "We've been looking for you - we got rid of Galvar temporarily, so we must make haste now."
Mogall Dark
|
Hearing Jalthas exchange key words with the guard, Mogall tries to read the guard's intent and simultaneously tries to recall what he knows of BellFlowers code
sense motive: 1d20 + 8 ⇒ (12) + 8 = 20
K(local) on BellFlowers: 1d20 + 8 ⇒ (18) + 8 = 26
| DM Kludde |
I see, and your friend is now posing as Galvar. The disguise is not bad, though you might not fool everyone. Krima says, pointing at Anaristiel.
Tell me what you have learned. I have thus far seen that a prisoner matching Zefiro's description was carried away for a torture session, just when the interrogator was called away. Good chance that he is still strapped to those evil contraptions.
When he was first imprisoned, guards secured his documents in the prison’s vault.
I don't know how the building is defended, or what traps are in place. I suspect the interrogator keeps some kind of written memo for accessing the vault in his office. I have a duplicate of the key - I managed to make a cast of it. It's not perfect, but it should do.
I can 'supervise' you around the facility, or you can keep that disguise up. I think the first is less risky, but the choice is up to you.
Anaristiel Teladren
|
Anaristiel smiles, "I, too, would prefer the first option; I was never terribly comfortable with the second, and it apparently showed."
~Lance~
|
Lance keeps the guards entertained...
Adrianna Na'lin
|
"We have only just begun to explore the prison. One of our group is keeping the other guards occupied with song and verse, but we dare not linger. Any assistance you can provide will be most graciously accepted!" Adrianna says to the man, glad to have found their contact inside...
| DM Kludde |
Lance: are you doing anything else besides keeping the guards entertained? Any questions?
Rest of the party: where do you want to go?
~Lance~
|
I got some interesting info off them earlier, not sure what else useful they might have, I caught the note that a bit more effort might draw in guards form all over the place, so I assume its a DC higher than my 20? I'd need to get the guards to assist... is that even possible? A diplo check to get them to chime in singing the rowdy chorus?
Lance has a bunch of guards engaged, so the risk is if he hops up and goes wandering after the party he might not find them, and likewise the guards start walking about which stifles them too... so he's pretty much 'in place' for now
~Lance~
|
Lance got a 20 perform, so he tries getting the other guards to assist with the distraction by bursting into more rowdy songs!
Diplomacy 1d20 + 10 ⇒ (19) + 10 = 29 - Get assist attempts to Perform
"Right fellows, I need your help on the chorus here, let's belt this one out and shake the building" enthuses Lance as he continues playing his ribald tune
"You know the chorus so yell it with me! Let's thunder the halls!"
-Chorus-
"That Inn it had no rum nor mead
Just BEER like dirty water,
So Cayden be damned,
I quenched my thirsts
WITH THE INNKEEPS' LUSTY DAUGHTER!"
~Lance~
|
Lance broke the game? ;p
| DM Kludde |
The rules of gentlemanly behaviour, mayhaps, but the game, no.
As the sounds of good times fill the hall, and the guards become sloppy talking among each other.
Yes, I don't know how the interrogator remembers that passcode for the vault, he can’t even remember what month it is sometimes. All the important documents are in there...
Lance is in A3 until further notice?
Krima escort the rest of the group to the back of the building, where the entrance to the interrogator's office is located. The replica key doesn't fit perfectly. It will require some tinkering to open the lock.
I'll need a disable device check to open the door.
~Lance~
|
Lance doesn't really know where the party is, so wandering off could be a bit random - similarly the guards are being kept entertained #wannabe-bard
So for now yeah, hes sort of stuck where he is
Mogall Dark
|
Mogall keeps Lance updated on the group's progress through the Message spell he cast earlier that will last 50 minutes.
If no one else has a way to open the lock then Mogall can use his arcane bonded amulet to cast Knock {link}
knock spell vs lock: 1d20 + 5 + 10 ⇒ (12) + 5 + 10 = 27
| DM Kludde |
The adventurers don't have much luck with the replica key, but the unlocking spell cast by Mogall does the trick all the same.
A smoldering replace illuminates the office, casting red light over a massive corner desk littered with disorganized papers. A seven-foot-tall statue of a four-horned fiend with a burning crown overlooks the desk from the corner.
The desk hosts a jumbled mess of interrogation schedules, prisoner transfers, and Loyalty Day agendas.
One document is a copy of The Asmodean Disciplines, bookmarked to a chapter on crime and punishment with a handwritten note. (You can delete the grey rectangle next to Tamrin's portrait to reveal a handout)
A second document is a twine-bound set of instructions for activating the prison’s soundproofing mechanism. The manual notes that the prisms emit light when active, and they create a wall of magical silence between any two prisms with an uninterrupted line of effect to one another. No sound passes through this border, but if an object, creature, or wall disrupts the border, the entire effect ends until the obstruction is removed.
A third document seems to be an important letter (You can remove the orange rectangle on slide 3 to reveal a handout)
Adrianna Na'lin
|
Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Adrianna roots around the office, looking for anything useful. She holds up a twine-bound set of instructions. "Listen to this," she says. "These are details about activating the prison’s soundproofing mechanism. The manual notes that the prisms emit light when active, and they create a wall of magical silence between any two prisms with an uninterrupted line of effect to one another. No sound passes through this border, but if an object, creature, or wall disrupts the border, the entire effect ends until the obstruction is removed."
A minute later, the observant monk holds up another document. "You're going to want to read this yourselves, I think..." she says and passes it around. See slide 3 in the Handouts!)
Anaristiel Teladren
|
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Anaristiel, too, finds something of interest. "This is a copy of The Asmodean Disciplines; there's a handwritten note marking it at the chapter on crime and punishment" ...and that does it.
~Lance~
|
Looks like a code - the six was a giveaway, but unsure of a couple... I hope its not a trap!
Mogall Dark
|
Mogall nods in agreement, "A number in each line looks very probable, I would suggest only the number with correct spelling: seven, four, three, eight, two, six, five, nine, one. Interesting that is all the numbers from 1 to 9 once each. Now lets find the vault."
Jalthas
|
The armor suit remains there, immobile, dumbfounded, as hus companions solve the riddle. "Most clever, I couldn't have done better myself. If only that blasted helmet didn't prevent me to see..."
~Lance~
|
Nice pick up on the numbers in doubt, each number represented once - makes sense
~Lance~
|
"You like the bawdy ones eh? Well here's a sorry story about why its best to avoid the zombie slaves of Kaer Maga... heed the advice here lads!"
Lance starts up another tune.
"I met a maid in Kaer Ma-ga,
after one dozen pints of lager,
the tavern owner said
"forget her - she's dead!"
and that was the start of this saga.
I sought advice from a wizard,
who read a cut up trolls gizzard,
he said it was fine
so I fed her a line
And told her about my 'pet lizard'!
That wizards advice it was busted,
I knew he couldn't be trusted,
but I loved that wench,
disregarded the stench,
and now my sword looks rusted!"
| DM Kludde |
While Lance keeps up his bawdy song in the guard room, the rest of the group manages to uncover a slew of documents. Anaristiel also finds an antitoxin in the desk drawer.
Where to next?
~Lance~
|
looks like only one corner room, so maybe that then we can regroup and do the main room
| DM Kludde |
The chamber in the northeast corner looks rather sturdy. Steel beams reinforce the walls of this chamber, which is accessible only through a round iron door with an inset wheel. The numerals one through nine embellish the wheel’s edge, with the number one set in the uppermost position beneath a stone arrow.
Adrianna Na'lin
|
Adrianna checfks to see if the door is already unlocked and only leaning shut. If that was too easy, she will turn the inset wheel to the numbers in the order given in the code - seven, four, three, eight, two, six, five, nine, one...
| DM Kludde |
Adrianna keys in the combination, and the round iron door falls away.
Dozens of carefully organized codices and scrolls fill the stone shelves carved into the walls, each labeled with names and sigils hammered into small brass placards over each niche. Two statues of humanoid fiends holding red-flamed torches monitor the room from the corners. Two open chests on either side of the door hold jumbles of unsorted documents, but a third chest in the far corner remains closed.
The documents contain information on Cheliax’s numerous political targets extracted from the Nail’s interrogation sessions, some of which provide highly sensitive blackmail material.
There are three further documents that are interesting. The first two are interrogation reports filed in the section marked with the Aspis Consortium’s sigil (see handouts).
The other is in a chest that stores a mound of Zefiro’s unaltered Chelish histories, including one annotated lineage amendment torn from its binding and left atop the pile (See handout).
Jalthas
|
Jalthas glances at the documents, reading them with amazement mingled with great interest. "The Paracountess? That is very interesting indeed. Let's take these documents and find Zefiro."
| DM Kludde |
There's two sets of double door that allow possible ingress into the central structure of the building.
~Lance~
|
Lance makes some excuse about needing to go water the dragon and leaves the guards a task of creating a new dirty chorus - he rejoins the party Shifty is about to hop on a ship for a few days, back Sunday!
| DM Kludde |
Beyond the double doors, the stink of unwashed bodies permeates a narrow corridor, illuminated by violet prisms set into sconces on the inner corners. Iron bars isolate the hall’s outer perimeter, where the walls are lined with manacles set into the stone. Dozens of filthy prisoners lie behind the bars, each one wearing a sign around his or her neck bearing an identification number, a crime, a red “X” next to the word “Interrogation,” and a release date. Two sets of iron double doors lead deeper into the building.
Each corner of the central prison chamber bears a sconce fitted for a fist-sized prism; only the southeast and southwest sconces are empty.
Mogall Dark
|
Mogall looks at the dozens of prisoners, using the message spell he whispers to the others "Do we get extra credit for the mission if we free all of them? Would causes a distraction too. Would have to wait for us to get Zefiro first."
The small Wayang heads clockwise around to the first set of double doors, "Wonder where the other two Prism are, and do we need them?"
~Lance~
|
A second document is a twine-bound set of instructions for activating the prison’s soundproofing mechanism. The manual notes that the prisms emit light when active, and they create a wall of magical silence between any two prisms with an uninterrupted line of effect to one another. No sound passes through this border, but if an object, creature, or wall disrupts the border, the entire effect ends until the obstruction is removed.
"Right, lets get the soundproofing up, no point having people yell and carry on"
Lance looks at the prisoners "A choice for you to make here - stay in your shackles - or come join in an escape. Reckon either choice is valid, so if you want in, or out, as it were - just say so."
Make the soundproof happen, then crack the door if we can't see Zeff
| DM Kludde |
I think I've seen items like that in the storage room, Krima remarks. Sure enough, a visit to the storage reveals two prism stored in a crate. One of the crystals has a visible crack in its surface that has leaked much of its contained magic.
~Lance~
|
Hmmm - do any of us know if a cracked prism will create a problem? If we think its ok, Lance is in favour of using it, if not he'd prefer to chance just using two... hopefully the guards are too far away to hear anything.
| DM Kludde |
It would be possible to perform basic repairs. A silence spell might just stabilize the prism long enough, or someone with sufficient spellcraft skills might be able to patch up the prism as well.