GM Baerlie |
Iso throws his body against the wall and the compartment breaks. Inside you find a piece of parchment with a symbol drawn on it.
GM Baerlie |
The second painting represents Cassomir’s Imperial Hall of Records. You
connect the glowing bas-relief at the southwest corner of the building in the painting to the actual bas-relief present at that location.
Also at this place you find a letter 'I' symbol, in the heart of the relief.
In the picture Aroden attempts to sooth children with music and the notes for that song are shown above him in the painting.
Iso Soturi |
"Iso remembers also music box of Grandmaster Torch. Blowing music made chest open. Iso wonders if also music will open secret door.
Striking a dramatic pose, Iso readies his beard (which some may remember has little silver bells woven into it) and tries to shake his head in a melodious manner that fits with the notes.
perform: 1d20 - 2 ⇒ (19) - 2 = 17
bwhahaha, if that works, it will be a long and lasting memory.
Tippy Fullbottle PFS |
Tippy contains his scepticism, since he hadn't earlier thought a human would ever be strong enough to open the previous compartment. Either he seriously underestimated the strength of the wall, or of Iso, and he'd rather wait and see if the oddly musical jingling of the barbarian's beard triggers this compartment to open.
Iso Soturi |
Iso roars with laughter.
"Iso better at putting Fathers to sleep than children."
When the compartment pops open his eyes widen.
"Iso wonders what is within. More paper?"
perception: 1d20 + 7 ⇒ (9) + 7 = 16
So glad perform is untrained!
Iso Soturi |
Iso scratches his beard, and then pulls and and crushes a flea.
"Iso thinks pictures look like map of islands"
He comments, sharing his insights as the group heads back to the statue near the prison.
Tippy Fullbottle PFS |
"Well, the first parchment looks an awful lot like Harbour Watch, and if you squint a bit, the third looks like Pharasma's Pulpit, though the picture is missing a few cross streets."
Iso Soturi |
Iso peers at the parchment.
"First looks like road from wall to Citidel."
He thinks for a bit. "But extra tower, maybe Friend Tippy right."
"Iso is sure second is towers around Citidel."
He peers at the third paper.
"Last is Pharasma's Pulpit."
Scratching his beard and then quickly popping a flea into his mouth he suggest.
"Connect all with lines, and then find middle."
Celentrai Atalla |
The bottem left corner of the map where the dotted lines are.
"I will follow you guys. It sounds like you know this area better than me."
GM Baerlie |
While Borrobol watches the others thinking about the map and the parchments Celentrai has an idea, but Tippy and Iso's approach is better and they finally make out the correct locations of the triangle's corners and also make out the location of the crypt's entrance.
Drawing a triangle between the three buildings and guessing the entrance is in the center is was correct. The dotted lines are the Rules of the Swift, the route the prisoners are allowed to take when they spend a day out of prison. And I just found out that it's marked on the map: #5 :/
at the location
You find another letter 'I' carved into the side of a seemingly solid brick foundation wall surrounding an opulent manor house.
You find a loose brick near the 'I' that, when pushed, opens a 2-foot-by-4-foot section of wall, revealing a set of stone stairs that descend beneath the streets of Old Cassomir.
Tippy Fullbottle PFS |
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Tippy looks about when they arrive at the area marked on the map. He walks by one area before stopping and backing up. Reaching out, his fingers trace an I carved into a solid brick wall, then his hand moves down and to the right. Suddenly, he pushes on a brick, and a secret door opens up in the wall, revealing stairs going down.
Iso Soturi |
Iso looks at the small hole, and then at his broad shoulders.
"Can friend Celentrai provide a light?" asks Iso.
"Iso must get pretty floaty torch like other pathfinders."
If there is a shop nearby that sells ioun torches, Iso would be up for one!
Iso Soturi |
"Iso has already announced to world that he likes Friend Borrobol. Iso is not sure why covering eyes would help with understanding of that."
Iso has snatches of inspiration, but really isn't the sharpest tool in the shed.
Iso Soturi |
Iso pats his hair.
"Iso thanks Celentrai. Iso looks like and Assi.. not an assaasin.. assim...an ass?"
Muses the barbarian as he peers into the dark hole.
Iso Soturi |
Iso squeezes into the hole.
"Friend Tippy, Iso thinks you should go first in case it gets too tight for Iso. Friend Tippy also has good eyes for traps."
GM Baerlie |
Tippy and Borrobol lead down the stairs. No traps are installed here. After a number of quick turns and further descent, you find yourselves 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. The 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.
You locate massive tumblers that circle the fountain’s base. Each of the three tumblers has hundreds of symbols inscribed on it and none of the symbols repeat themselves.
You find the previously-located symbols, one on each tumbler. The symbol from the statue adorns the top tumbler, the symbol from the Imperial Hall of Records adorns the middle tumbler, and the symbol from Quickfall Abbey adorns the third tumbler.
Iso Soturi |
Iso glances at the fountain before taking position near the western door.
perception: 1d20 + 7 ⇒ (7) + 7 = 14
"Nice, clever. But Iso hears sound of footsteps approaching. Shhh"
GM Baerlie |
While you prepare for the approaching people the foot steps get louder and you see two derros and four mites getting closer, followed by a swarm of spiders.
Initiative Iso: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Tippy: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Celentrai: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Borrobol: 1d20 + 1 ⇒ (1) + 1 = 2
Ini Derro blue: 1d20 + 6 ⇒ (4) + 6 = 10
Ini Derro red: 1d20 + 6 ⇒ (15) + 6 = 21
Ini Mite green: 1d20 + 1 ⇒ (18) + 1 = 19
Ini Mite yellow: 1d20 + 1 ⇒ (18) + 1 = 19
Ini Mite pink: 1d20 + 1 ⇒ (18) + 1 = 19
Ini Mite black: 1d20 + 1 ⇒ (10) + 1 = 11
Ini Spider Swarm: 1d20 + 3 ⇒ (11) + 3 = 14
Surprise, remember standard OR move
Iso
Celentrai
Tippy
Borrobol
Round 1
Derro red
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Iso
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Mite green
Mite yellow
Mite pink
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Celentrai
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Spider Swarm
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Tippy
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Mite black
Derro blue
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Borrobol