Ticco Wizwicket |
Ticco turns white as the old lady statue comes to life and starts talking :)
GM-Sveden |
"She drinks during the day? And the children take jobs to pay for their keep?"
"This is worse than I could have imagined. It seems the Silver Crusade's resources would be better invested elsewhere."
Ollysta stands and turns to each of you and offers her thanks.
"Please give my best to Venture Captain Valsin. And please remember the Silver Crusade in your prayers. It seems we could use the help."
Ticco Wizwicket |
Ticco rubs the old lady's leg where she has suffered a grievous wound at the hands of a previously dispatched infernal (?) beast.
Heal check: 1d20 ⇒ 14
GM-Sveden |
Ollysta raises an eyebrow at Wren
"Oh? You are wounded. I thought it a joke I did not comprehend since your approach was so brusque. We of course would be happy to help."
She motions to member of the temple and the two talk in hushed tones. After a short trip to the storeroom the attendant returns and presents Wren with a potion of Cure Light Wounds.
Ticco Wizwicket |
Next step was cauterization :(
GM-Sveden |
You are correct. It seems you must visit the offices of Dremdhet Salhar in the Wise Quarter
Ticco Wizwicket |
With one stubby finger pointing high Ticco shouts, "To the Wine Quarter!!" and begins his signature march in the wrong direction.
GM-Sveden |
The Wise Quarter lives up to its reputation. Opulent estates sprawl behind neatly kept gardens.
Arriving at Dremdhet Salhar's estate you are ushered past the tall wrought iron gate by a guard who nods at your stated business. Clearly you are expected.
A servant at the door greets you with a low bow and a few words.
"Master Salhar sends his deepest regrets as he has been called away on important council business. Master Amenopheus will receive you in his stead. Please follow me."
After a few turns down richly decorated corridors you are ushered into the presence of Amenopheus, the Saphire Sage.
He sits behind an ornate desk patterned with gold leaf and supported by four bronze legs molded to look like those of a Sphinx.
The tanned wizard motions for you to enter with one hand while finishing the page he was reading.
GM-Sveden |
“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say."
He takes a measured breath and begins what can only be a long winded speech
“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.
Slipping back into the room the servant bows once again and motions for you to follow.
GM-Sveden |
Ticco saunters into the room.
A 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.
I'll wait until this evening before posting again. Allowing the rest of the party to enter the room at their leisure.
GM-Sveden |
Karal sweeps his magic detecting beam across the room.
Your initial scan of the room shows several fields of magic.
The Copper Banded chest gives off a faint aura.
The Steel chest also gives off a faint aura.
You aren't sure what type of magic is present but that seems to be everything magical in the room.
GM-Sveden |
As the party files into the room the servant closes the door behind you. A key turns from the outside and the door is locked. No doorknob or keyhole are visible on this side of the door.
Written on the back of the door is a message:
Within these cases lies your quest and your way out.
In the far corner of the room is another closed, and presumably locked, door. This one appears to have a keyhole and doorknob.
Ticco Wizwicket |
Ticco saunters into the room as if it were his on office and sits down behind the desk. He peeks into the basket and then glances at the jar. At this point his gnomish monstrosity of a face becomes further warped by the liquid.
perception: 1d20 + 2 ⇒ (10) + 2 = 12
Ticco Wizwicket |
Ticco casts Detect Magic on the jar, the basket, and the 3 boxes.
GM-Sveden |
We'll assume you looked at the jar first since I totally glossed over the basket peeking in your post
Ticco's curiosity is rewarded with a peck on the nose from the tiny red and black viper coiled at the bottom of the basket.
attack: 1d20 + 5 ⇒ (7) + 5 = 12
1 non-lethal DMG
Ticco swings his head back in reaction but its too late. The viper bites Ticco's nose and cartwheels wildly through the air at the sudden motion. The snake turns end over end as it is flung from the gnome's face. When the snake lands it scurries through a small crack in the wall and is gone.
save vs poison: 1d20 + 2 ⇒ (6) + 2 = 8
CON DMG: 1d2 ⇒ 1
Ticco feels weak. He can feel the poison in his bones.
Ticco Wizwicket |
Ticco reels from the poison in his veins and general shock. "I don't feel so good." Lacking the normal exuberance and vigor he slumps behind the table. Ticco sets the basket on fire out of disappointed that the snake didn't want to be friends. Cast produce flame
GM-Sveden |
save vs poison: 1d20 + 2 ⇒ (9) + 2 = 11
Ticco shrugs off the poison and sets to work placing fire to the basket.
Casually rolling the ball of flame off the ends of his fingers the ball ignites the natural fibers of the basket.
Its smolders and fizzles when the majority is burned. Leaving a scorch mark on the desk as well as revealing a rune-etched key.
GM-Sveden |
Satisfied Ticco turns his magic towards the items in the room.
Detect Magic, roughly 9-10 rounds
Your initial scan of the room shows several fields of magic.
The Copper Banded chest gives off a faint aura.
The Steel chest gives off a faint aura.
The Rune Etched Key also gives off a faint aura.
The cooper chest emanates illusion magic. The other magic items in this room are a mystery to Ticco.
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (10) + 4 = 14
Ticco Wizwicket |
Ticco shakes his head as the poison clears. His eyes grow wide as all that remains of the basket is a magic key! "HIYACHA! he cries in excitement, Another key!
Foolishly he picks up the magic key and it's still hot, "Ooh ah ooh tsss" After a small juggling act he's able to hang on to it long enough to inspect it closer.
"Hey Wren! Didya see that snake!? It bit me and then just left!"
Ticco walks down towards the party holding up the key he's found. Haphazardly he walks through the copper chest. Is this possible? I know it's an illusion right? This is how I imagine he would convey that to the party. Bring on the traps!
GM-Sveden |
save: 1d20 + 2 ⇒ (19) + 2 = 21
The rest of the party watches as the gnome walks directly through the sturdy looking copper chest.
Anyone who interacts with the cooper chest gets a +4 on their will save to disbelieve the apparent illusion. Until then your minds are doing mental gymnastics trying to figure out what you just witnessed
Ticco Wizwicket |
perception on the key: 1d20 + 2 ⇒ (18) + 2 = 20
arcana on the key: 1d20 + 4 ⇒ (7) + 4 = 11