Valik Frost
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sense: 1d20 + 8 ⇒ (2) + 8 = 10
Valik walks along, towards their next destination on the list. He focuses on the next task and wonders what it could be. This focus he has, keeps him unaware of the world around him.
Aurelia Ciucci
|
After Malgorrak jams the lock on the pelican warehouse, Aurelia dismisses him back to his fiery prison around her neck (much to the fiend's displeasure). No use keeping him out while they walked around Absalom, unless she wanted to cause a real stir.
SM: 1d20 - 1 ⇒ (2) - 1 = 1
She's distracted by a rather attractive nobleman walking by and doesn't notice a thing...
| GM Harker |
The group finally arrives at the Wise Quarter, the site of their final task of the day. The home of scholars both arcane and mundane, the Wise Quarter houses many institutions of learning. On the way to their destination, the group passes by the famed Blackros Museum, which, by the lack of activity, is evidently closed today.
When you reach the tall, wrought-iron gate of the rich estate of Grand Councilmember Dremdhet Salhar, you are greeted by a guard who is expecting you and leads you inside. Another servant then guides you past well-decorated hallways and past expansive rooms, explaining that Salhar is not present, as he was called away on important Council business, but his most trusted advisor is available to negotiate any business you may require.
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 man silently gestures you into the study with one thin hand, while closing the tome with the other after finishing what he was reading. He then looks up and, with a barely perceptible nod perhaps to Valik, he addresses the 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.
The servant comes back into the room and leads the group back through the spacious estate, guiding you 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 all of you to enter.
Melufiuos Benidictus
|
"so why does this guy need all of us to fetch a map when he has servants?"
-Posted with Wayfinder
| GM Harker |
The servant remains mute despite any questions or comments made about him. Once everyone enters the room, he shuts the door behind the group and locks it from the outside.
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. There are no other exits.
Written on the back of the door is the message: 'Within these cases lies your quest and your way out.'
Ophelia Endronil
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"It appears we have a choice to make," Ophelia mutters, looking around the room. "Truth be told, I don't feel too comfortable in here."
| GM Harker |
Melufiuos discovers that the copper-banded chest and the steel cube both have magical auras.
The gallon-sized clear glass jar is about half full with clear liquid. At the bottom of the vessel sits a jeweled brass key. It doesn't have an odor, but it seems to have slightly different consistency than water as it is swirled around in the container.
| GM Harker |
The good news is Melufiuos successfully pulls out the jeweled brass key at the bottom of the glass jar. The bad news is he receives some acid burns from the liquid inside.
Mel, you take 1d6 ⇒ 3 damage from the acid unless you make a DC 16 Reflex save, then you only take 1 damage.
Aurelia Ciucci
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Still here, just busy lately and I know this puzzle pretty well :P
Aurelia takes up a happy position leaning against the wall, doing very little (as is her preference). She fancies herself like the producer, watching over the play that is unfolding before her. She plans on staying quiet and out of notice until the others solve things for her... hey, it had worked so far today, why change strategy?
Melufiuos Benidictus
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reflex save: 1d20 + 3 ⇒ (10) + 3 = 13
-Posted with Wayfinder
Melufiuos Benidictus
|
"Owwwww! Son of a seedless tree! That hurt! Careful, that pasty sun-hater thinks he's slick. There's probably more traps. Owwwwww!" exclaims the now unhappy elf as he tries to wrap something around his hand. As an afterthought, "glad I didn't put those fingers in my mouth"
He brings the key over to his hulking (and clearly wiser) companion.
-Posted with Wayfinder
Belroar Bloodlet
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Belroar clasps Melufiuos on the back softly, giving his shoulder a slight squeeze. "Ha, now you see the wisdom of Belroar, don't trust nobody. Painful as that may be, you don't look to be hurt too bad, once we test this out, we can get you some healing."
Taking the key from Melufiuos' uninjured hand, Belroar tries the lock.
Belroar Bloodlet
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Belroar looks at the dust then looks at his companions. "Remind me to break a few skulls when we get out of here. Or maybe I can get that trader guy to help me...send some folks on a trip....", his voice trailing off as a smirk crosses his face.
Melufiuos Benidictus
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"Seriously?! This dude is just rude. I say we pour the jar of acid on the basket." says Mel with a frown at the locked door.
-Posted with Wayfinder
Ophelia Endronil
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As Mel cries out, Ophelia rushes over, inspecting his hand. "You'll live," she mutters, rolling her eyes slightly. "It's a small burn, nothing more."
She crouches before one of the chests - the copper-banded one, looking it over.
Perception (if needed): 1d20 + 4 ⇒ (20) + 4 = 24
| GM Harker |
Ophelia Will Save: 1d20 + 6 ⇒ (4) + 6 = 10
Ophelia finds a keyhole in the front of the copper-banded chest of smooth dark wood. The cleric's examination discovers no traps.
To move things along, please assume that each person is sharing what they found as they look through the room unless otherwise stated.
Melufiuos Benidictus
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Mel gets an evil grin on his face and then slowly pours the acid over the to of the basket, careful not to spill any on the table.
-Posted with Wayfinder
| GM Harker |
With Melufiuos' limited experience with the liquid, he's still quite sure it's not strong enough to burn all the way through the lid to hurt what's inside the basket. Also, there's a danger of it splashing on nearby objects and people even when poured carefully.
You still want to do it that way, Mel?
| GM Harker |
Moadis has to shake the basket a few times before the creature inside stops moving. When he eventually empties the contents out on the floor, you discover a dead green viper, some damaged linen cloth, and a rune-etched key. A cursory look at the red lacquered chest reveals it has the same runes around its keyhole as are etched into the key.
Aurelia Ciucci
|
With the hard work done for her, Aurelia proudly strides up, nods thoughtfully to the men who had killed the snake guarding the rune-etched key, and then grabs it to try it in the red lacquered chest.
She's helping, see?
| GM Harker |
Aurelia's Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Belroar's Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Moadis' Perception: 1d20 ⇒ 16
Mel's Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Ophelia's Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Valik's Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Aurelia helpfully inserts the key into the red lacquered chest. Not only does the chest open, but also Belroar, Moadis, Ophelia, and Valik hear a slight click and notice a small, golden key now hanging 6 inches above on the 15' foot ceiling.
Inside the chest, Aurelia finds a key forged into the end of a jeweled scepter. At first glance, the jewels look like they're worth quite a sum of gold.
On second glance, they're just costume gems.
Valik Frost
|
Is this what we came for, the jeweled scepter? Better yet, how the hell do we get the key down?
If I stand on the table, how close will I be to the key
Aurelia Ciucci
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Aurelia takes the jewelled wand and scans it for magical energies. Alas, even if they are present, she has no idea what enchantment might be present.
Detect magic + Spellcraft 1d20 + 6 ⇒ (2) + 6 = 8
When Valik points out the key, Aurelia muses for a moment, and then snaps her fingers, an idea coming to her. "Let me handle this," she says with a smirk, and begins to summon an ally from the nether planes. With a crackle of fire and smoky brimstone, the eagle from the caves a few weeks back appears on her arm.
OK, what I want to do is summon an eagle and push it with Handle Animal to use the Fetch trick on the key. The problem is that I need to hit a DC 25, and so I need to use guidance on myself to get that AND roll a 20...
So basically, standard action cast + full-round action to push means I can try 5 times before the spell ends.
Handle Animal: 1d20 + 5 ⇒ (9) + 5 = 14
Handle Animal: 1d20 + 5 ⇒ (14) + 5 = 19
Handle Animal: 1d20 + 5 ⇒ (12) + 5 = 17
Handle Animal: 1d20 + 5 ⇒ (10) + 5 = 15
Handle Animal: 1d20 + 5 ⇒ (18) + 5 = 23
The eagle seems to be having trouble understanding Aurelia's intentions, and disappears in a puff of smoke before she manages to get it to fetch the key for her. With a grunt of frustration, she recalls it back to her arm and tries again.
Handle Animal: 1d20 + 5 ⇒ (9) + 5 = 14
Handle Animal: 1d20 + 5 ⇒ (7) + 5 = 12
Handle Animal: 1d20 + 5 ⇒ (19) + 5 = 24
Handle Animal: 1d20 + 5 ⇒ (1) + 5 = 6
Handle Animal: 1d20 + 5 ⇒ (20) + 5 = 25 Ding ding ding!
Just before the second spellcasting runs out, the eagle finally comprehends its task, swooping up to the roof to fetch the key for his mistress.
If need be, it will use a bite attack to snip the string holding the key up.
Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 ⇒ 1
| GM Harker |
As a reminder, the group was sent to this room to retrieve a map of some Osirion vaults and return it to the Pathfinder Society.
After two summonings and a lot of coaxing, the eagle finally drops the golden key into Aurelia's palm before popping back to its home plane.
Only two chests remain unopened: the copper-banded chest and the steel chest
Ophelia Endronil
|
Still here... I'm just awful at puzzles =(
Melufiuos Benidictus
|
Does the key fit either of the remaining chests?
-Posted with Wayfinder