Open for dotting
Valandil draws some DOTs.
Warning: wall of text ahead
The Cypher Lodge is one of Riddleport’s finest inns, and Grandmaster Torch currently inhabits its finest suite. Flanked by his ubiquitous half-orc bodyguards and the weasel-faced Varisian businessman Guaril Karela, Torch speaks. “I cannot overstate how dangerous Dorianna Ouidda is,” the scarred Pathfinder begins.
“She wears many masks, and she uses them all to orchestrate the utter destruction of the Pathfinder Society. As a highprofile politician in Andoran, she blocked the Society’s expansion into that nation.
As a Gold Agent in the Aspis Consortium, she uses the Consortium’s limitless wealth to frustrate the Society’s business however she can. As the criminal mastermind known as the Spider, she engages in elaborate plots to frame the Pathfinder Society for her misdeeds. Ouidda even hired the Red Mantis Assassins to murder me, although I’m still a step ahead of those assassins for now.
“Dorianna Ouidda is one of the few people on Golarion who know the secret identities of the Decemvirate. She previously crafted an elaborate plot to turn a loyal Venture-Captain against the Decemvirate, and we suspect she is plotting to destroy the Decemvirate even now.
“Loyal Pathfinders have foiled Ouidda’s schemes again and again. We arranged her arrest in Andoran, but she leveraged her political connections and escaped. The time has come for more drastic action.”
Torch gestures to the Varisian man at his side. “Guaril has a network of informants here in Riddleport, and they’ve identified the Spider’s lair.” Guaril Karela smoothly adds, “I would say ‘observant acquaintances’ rather than ‘informants,’ but no matter.
Ouidda owns a controlling interest in the Weaver’s Parlor, a gambling hall in the Free-Coin District. She transacts private business from ancient chambers beneath the gambling hall, visited by only a few trusted associates. These chambers are accessed through a hidden door at the west end of the gambling hall’s wine cellar.”
Grandmaster Torch continues, “We know the Spider is in her lair now. Enter the chambers beneath the Weaver’s Parlor. Capture Dorianna Ouidda and return with her here. Ouidda may have made notes about the Decemvirate or their identities— bring that information back as well. Let me stress this: Ouidda must be captured alive. We need to learn the extent of her information about the Pathfinder Society and find out whether she has revealed this information to others.”
“You need to make haste, but I don’t want to rush past any questions you have. The better informed you are, the more likely you are to succeed.”
Alektara listens intently."OK so capture and not kill, is that correct? If so will she be alone in her lair? If not who will be with her, how many, how skilled? Can she fight or is she just a manager of violence? What is the security of the Parlor. Is it packed all the time? I am thinking about witnesses to our endeavor."
A tall elf looks at the grand master with interest.
"What more can you tell us of the spiders lair? And how to get into it? Does she have any weaknesses we may exploit?
A young, dashing Chelaxian walks into the briefing room, a bright smile on his well-tended, cleanly-shaven face. His clothes are rather simple, those of an explorer save a finely-wrought mithral chain shirt whose color match his eyes. Straight dark hair come down on his shoulders, with a whiff of lavender and icebloom.
A grave look marrs his dashing looks, however, when he hears the name of the fabled Spider.
"I thought she had been placed under arrest; when and how did she get out of prison?" He sighs, knowing that it's too late to do anything about it now. "What kind of place is Weaver's Parlor? Is that a public place, or one we would need an invitation for?"
A bald Mwangi man with a wide smile pipes in, "Ah mon, I think Grandmastah Torch suggests dat she is a clevah one. Tell me Torch, is da Spidah a mage? What do we know about her talents?"
A tall, lean human male dressed in scale armor carries a finely-crafted polearm, his long black cloak trailing behind him. In fact, all his clothing is black. He squints as if in bright sunlight despite being indoors.
His eyes appear to mask a much older soul than his forty or so years might suggest.
He nods solemnly as he considers their task.
"I am Telos Phane," he says by way of introduction.
"I have some skill of arms...I will take the front line if there are no objections. I have heard of this Spider," he says. "Does she have capabilities we should be aware of?"
"The front is all yours big guy, I shall dart to their sides. Besides we have two performers so I doubt anyone will want to fight us, maybe dance with us more likely." Alektara says as she readies her gear. "Who is making the plan?
What do you know about these underground chambers?
“We know very little, unfortunately. They are her private sanctum, and she only rarely transacts any business there with others. We have heard they have a spider motif, and are very old, but we don’t have any information about their layout.”
Should we expect anyone to be with Ouidda?
“It’s not likely. Ouidda doesn’t keep any staff or servants in her chambers, as far as we know.”
What can we expect when fighting Ouidda?
“She’s known to be a persuasive orator who favors enchantment magic, but she isn’t physically powerful.”
"I am afraid I do not have answers to your other questions. Inquisitive pathfinders like yourselves should be able to deal with anything unexpected, that is why we chose you for this task"
You may recall information about the Spider’s plots or current happenings at the Weaver’s Parlor.
The Weaver’s Parlor is currently holding a week-long gambling tournament for wealthy gamblers. Only wellknown gamblers or those with a large bankroll are admitted.
The other owner in the Weaver’s Parlor is Gaston Cromarcky, the Overlord of Riddleport. Overlord Cromarcky shamelessly uses the Gendarmes, Riddleport’s city watch, for personal events, so the Gendarmes will be providing security at the Weaver’s Parlor.
Valandil helps ask around about The Spider
GI aid: 1d20 - 1 ⇒ (4) - 1 = 3
Auric asks his contacts within the city to learn more about the Spider.
Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25
"Most interesting. I've learned that the Weaver’s Parlor is currently holding a week-long gambling tournament for wealthy gamblers. Only wellknown gamblers or those with a large bankroll are admitted. What's more, the other owner in the Weaver’s Parlor is Gaston Cromarcky, the Overlord of Riddleport. Overlord Cromarcky shamelessly uses the Gendarmes, Riddleport’s city watch, for personal events, so the Gendarmes will be providing security at the Weaver’s Parlor. Finally, one of the Spider’s agents commissioned the construction of several clockwork guardians months ago, but thecurrent whereabouts of those guardians is unknown. It is rumored that the Spider uses the guardians herself, as she is unwilling to trust corruptible mortals to ward her inner sanctum."
"No problem mon. We just pretend we are wealthy gambahlahs from out o' town. I'll help Auric with his silvah tongue."
The elven wizard looks a little concerned at word of the constructs.
"Does anyone know a bit more about these guardians she has had made? If they have a weakness we should try to find it out now - fighting constructs can be difficult. I had a letter from my sister recently who faced one - it could only be damaged by adamantine. Are these clockwork guardians similar?"
Not sure what sort of role is required here, but Val would be keen to do a little research.
A large man in breastplate and iron helmet walks in, huffing as joins the group. "'Aight, sorry for them delay, went to th' Cider Lodge first. Good stuff, but no meetin'!", he chirps. "Yer bodyguard, Scratcha, ready fer service, mates!"
Telos nods a greeting to the newcomer. After the Venture Captain fills him in, Telos continues to work on a plan.
"Posing as wealthy gamblers could work, though I anticipate it would be difficult without someone skilled in the arts of disguise and bluff."
Valandil, that would be a knowledge (arcana) roll to know more about these clockwork guardians
Anything else you want to do before heading out to the Weaver’s Parlor?
Ask and you shall receive!
Auric reflects on what he knows about the clockwork guardians and their possible weaknesses.
Knowledge (arcana): 1d20 + 11 ⇒ (15) + 11 = 26
In order: weaknesses, DR, immunities, special attacks, please.
"Well I do have a sturdy blade. That might help even the odds in a fight with constructs."
Clockwork creations, as their names suggests, must be wound up before they animate. The creator of a clockwork crafts a unique key for each creation. This key is typically inserted into the clockwork’s back and turned clockwise to wind it. Turning the key counterclockwise has the effect of winding the machine down, though only a willing (or completely helpless) machine will allow itself to be unwound in this way, meaning either its creator or someone its creator has specifically designated can normally do so.
Much like golems and animated objects, clockwork creatures can be given any number of commands; a perpetually turning script in their core records those orders and programs the rest of the machine. Only one
who possesses a key to the clockwork can program it, but any commands given to the construct last until the clockwork is reprogrammed or destroyed. An individual clockwork’s potential is only limited by its creator’s innovation and aptitude.
Since clockwork creations are mostly mechanical and are at the mercy of their creator’s adeptness with the technology, they are prone to the follies of human error. Loose bolts, improper programming, or lack of
maintenance are all cause for malfunctions, errors that can range from minute energy leaks to deadly explosions. The most common cause of malfunction, however, is not imparted by the creator, but by the clockwork’s destroyer. Creatures attacking the machine gradually
unhinge screws and twist cogs with each landed blow, giving the clockwork a greater chance of backfire. Many combat clockworks are thus accompanied by clockwork servants—servitor clockworks that quickly and readily fix their mechanical allies in the heat of battle.
You know that typical clockworks are vulnerable to electricity, have DR x/adamantine and have construct traits (see PRD)
You make your way to the Weaver's Parlor. Adorned with carved columns, the Weaver’s Parlor is a majestic wooden building with a soaring, peaked roof. Above the entry is a sign showing a buxom naked woman weaving a long scarf draped around her hips.
Small groups of onlookers crowd around the gambling hall’s windows, but three Gendarmes—the city guard of Riddleport—interview all prospective entrants at the door.
Val looks around the group.
"Which of us is the gambler again? You Auric?"
I suggest someone with a good slight of hand ability and a bluffing tongue. So definitely not Talos."
I think we have Auric take the lead (bluffing) with everyone else assisting. Most of you probably realize this already, but you don't hurt matters if you fail. I have 180 gp I can flash around as gambling wealth too.
Auric will share what he knows. Given the length of the spoiler, please feel free to open and read it.
Before approaching, Auric will cast heroism on himself, given its very long duration.
"I can handle myself in a gambling game, though I am by no means a professional." he whispers to his companions before approaching the entrance. Moving forward towards the gendarmes, he nods at them.
"Good evening, gentlemen, me and my wealthy friends were hoping to spend our coin inside. Would you know anything about this establishment's reputation? I wouldn't want to fall in a den of thieves, after all." grins the scholar and adventurer with a hint of sarcasm.
Diplomacy: 1d20 + 15 ⇒ (9) + 15 = 24
"Wait...how do you know I can't tell a lie?" Telos asks Alektara.
As they approach, Telos looks for any other entrances aside from the front door.
perception: 1d20 + 5 ⇒ (9) + 5 = 14
Jolly walks up with a big dumb grin on his face. "Greetings! Nothing like losing lots of money and having a grand time of it."
Diplomacy to assist: 1d20 + 11 ⇒ (9) + 11 = 20
The gendarme replies to Auric
"Everyone knows of the reputation of the Weaver's Parlor. That the gendarmes are securing the place should say enough of it's security!
To be admitted entrance everyone is required to show at least 2000 gold. Once you do that you can take one other creature along as a bodyguard, valet, or companion. In your case I am certain we can reduce the requirement to a mere 400 gold, seeing you are such a fine gentleman."
Telos sees a balcony leading to an open door at the second story of the building. DC 20 climb
I have enough gold for anyone who doesn't have enough. Any interest in anyone climbing to the second story? Is the climb completely exposed?
"I can go in with you as your bodyguard if you want or we can try to climb to the second floor, might be better to enter legally and not spend money gambling, at least we are inside."
"Sir, we still need to see that 400 gold" the Gendarme replies
According to your profile you don't have it
The climb is in a side alley, if you are quick you should be able to do it unmonitored
I think Val has enough cash to show off for folk, sorry, on holiday at the moment. Full list of chronicles and wealth tracker is at http://www.myth-weavers.com/showthread.php?t=295060 - but I can't open excel documents on this machine.
Jolly laughes, "Of course mon, we keep da money with our bodygawds." he gestures to Telos (and Val if necessary).
I agree that we should enter legally if we can.
Telos flashes a large sum of money to the guards...almost 2500 gold.
"Will this suffice for all of us?" he asks.
Of course I carry all my treasure wherever I go! If not, I guess we can run to the bank first. :)
If I'm reading correctly, we need to show a total of 8,400 gp unless we can talk him down further. 2,500-ish from Telos, 180 from Jolly...