
Jisara |

"Excellent!" Jisara says, clapping her hands once. "Glad that's settled. We've done one jailbreak already, this should be a walk in the park." She ponders her turn of phrase for a moment. "Well, not Aria Park."

Vitalis Tanessen |

"Well there is no time to waste. I'd even go tonight is plausible. But how are we going to pull it off. I don't think we can simply walk out the front door like we did at the Saltworks. We thought the guards for the one prisoner in the square were too much for us; I imagine the Holding House will be even more heavily fortified."

GM Xavier Kahlvet |

Setrona nods as she motions toward the exit. ”It’s getting late; I can get some places for you at the Tooth and Nail.” This adventure assumes that you all stay at the Tooth and Nail due to how much this centers on Old Kintargo.
”Wait!” Octavio pulls Vitalis to the side and takes a shortsword at his hip, including the sheath, and hands it to the Shelynite. ”If they don’t recognize you as one of our fold, show your brothers- and sisters-in-arms this sword and tell them why it’s important to me; they’ll follow you then.”
The Lictor then turns to the rest of the group. ”Your best bet at freeing my armigers is to use Thrune’s own complicated bureaucracy against him. If you have the right uniforms, documents, and so forth, then whatever guards there are will not question your presence. However, I do not expect them to survive for another week...Godspeed, Silver Ravens.”
On the way from the Shrine of Saint Senex, the group is absolutely confounded by the silvery material of the shortsword; only Vitalis manages to discover that the sword itself is likely made of silver.
*
Chapter 2: Trouble in Old Kintargo
*
Moonday 25 Lamashan, 4715
So, an important note about this book of the AP (as well as a portion of the AP in general): There is a lot going on in this city; not all of it is at your level. You have been warned.
Once again, freeing the armigers uses the [url=http://2e.aonprd.com/Rules.aspx?ID=1221infiltration subsystem[/url] (each downtime activity takes 3 days, and performing the actual infiltration takes up 1 whole day of downtime). You all have 7 days of downtime to perform downtime activities.

“Chance” Ravennablitz |

Linkified: infiltration subsystem
Chance draws himself up to his full height of three feet, one inch. "Disguises? Infiltration? Bald-faced lies? We are absolutely the right people for the job!"
Will post Chance's downtime activities later this evening.

Vitalis Tanessen |

Vitalis looks at Octavio incredulously. "Seriously? I'd never have believed we could attempt the same trick twice. But if the guards are willing to let us walk in and walk out with their prisoners, who am I to argue."

Vitalis Tanessen |

I'll take the Gossip and then the Gain Contact infiltration actions. Then on the 7th day we can perform the actual infiltration if everyone is down for it.
Gossip says 'secret' but Gain Contact doesn't. So I guess I roll for that one. For Gossip, my Diplomacy is +9.
Gain Contact (Diplomacy): 1d20 + 9 ⇒ (17) + 9 = 26 Possibly +2 or -2 depending on how Gossip goes.

“Chance” Ravennablitz |

Days 1-3: Chance first attempts to obtain the appropriate (dottari?) uniforms for the Silver Ravens.
Deception (Secure Disguises): 1d20 + 10 ⇒ (6) + 10 = 16
Using a Hero Point to preroll.
Deception (Secure Disguises): 1d20 + 10 ⇒ (2) + 10 = 12
$&!#!!!

“Chance” Ravennablitz |

Days 4-6: After a few days, Chance comes back to the Tooth and Nail with a handful of obviously fake uniforms made for the theater. Dejected, he drags himself to his room and gets a long night’s sleep before going out to try again.
Deception (Secure Disguises): 1d20 + 10 ⇒ (14) + 10 = 24

Jisara |

Jisara, in tandem with her familiar, spends several days in observation of the Holding House, its guards, and what glimpses she is able to snatch of the various transfer orders. Using what she learns, she shuts herself in a room at the Tooth and Nail, working to forge false identities and some transfer orders for the armigers they hope to rescue.
I'll use Society for both of these, with a bonus of +10.

Edrakk Chrysanthemum |

Aww, I liked the coffee shop. Although a tavern would certainly still have a nice kitchen, I suppose.
Edrakk starts by trying to forge documents for the group to use, spending a few days meticulously tracing existing papers. Having been through the process of getting his papers when he arrived to Kintargo in the first place, he finds much of it familiar.
Forge Documents, Society +10
However, after Chance returns to the tavern dejectedly with the fake uniforms, Edrakk shifts his focus. These aren't that bad. They certainly wouldn't pass as guard uniforms for now, but maybe... He spends the remaining time sowing to make the theatre costumes look a bit more presentable.
Crafting (Secure Disguises): 1d20 + 13 ⇒ (10) + 13 = 23

GM Xavier Kahlvet |

Jisara Scout: 1d20 + 10 ⇒ (2) + 10 = 12
Jisara Forge: 1d20 + 10 ⇒ (10) + 10 = 20
Edrakk Forge: 1d20 + 10 ⇒ (3) + 10 = 13
Vitalis learns no notable gossip.
Jisara notices nothing of note when scouting out the area.
Gain Contact: 1
Secure Disguises: 2
Reminder: You can spend an EP when you fail or critically fail a check to instead succeed at the check, but some of the EPs might be “tainted” due to a failure/critical failure on the secret checks made in preparation of the infiltration.
*
On Oathday, there’s a sudden influx of murmurs: The lord-mayor has released another proclamation, the shortest span between two proclamations since the week between the Night of Ashes and the Aria Park riot.
PROCLAMATIONS UPDATED
If you critically succeed, open the spoiler below
*
Sunday 1 Neth, 4715
The Holding House is a stone, one-story, bunkerlike building and one of the earliest constructions of Old Kintargo. As the PCs enter the building, they find the “welcome mat” largely empty, save for a pair of women in the regalia of the dottari sitting at one of the tables in the room, playing some kind of dice game. When they notice visitors whom they do not recognize, they immediately turn scoff, responding with a gruff ”State your business, unless you seek accommodations for the night.”
Guard Post
To get past the guards, you’ll need 2 IP (individual). The checks are Deception or Diplomacy (to talk your way through them), or Stealth (to hide from them enough to avoid a direct question).
Just for the sake of simplicity, please just make the rolls that you need until you get the necessary IP; don't forget that the EP is there as well.

Vitalis Tanessen |

Performance: 1d20 + 9 ⇒ (11) + 9 = 20
Performance: 1d20 + 9 ⇒ (14) + 9 = 23
Upon hearing the latest proclamation, Vitalis declares, "The Lord-Mayor has truly gone off his rocker. Banning poetry now? How absurd. It is true that these poets have been critical of House Thrune and the Poison Pen in particular had jabs directed specifically at Barzillai Thrune. Well deserved, I might add. But it seems like the Lord-Mayor is throwing out proclamations seemingly at random at anything that even mildly displeases him. I've come to expect all politicians to have some level of corruptness but this is outright abuse."
"Boswyth, D’Vanep, and Ghenrail are all older poets who have been dead for decades. But this Poison Pen, whoever that may be, is very much alive, or was alive. They'd been releasing works up until a few weeks ago until the releases suddenly stopped. Something could have happened to them. Perhaps we'll come across yet another unfortunate soul in this Holding House. I'll at least keep my eye out."
At the Guard Post
Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27 (After typing this, I'm thinking it may be more Deception, which would be +3 instead of +9, but your call.)
In his guard uniform, Vitalis responds to the dottari at the table just as gruffly. "We have orders for the release and transfer of the prisoners held here. We are to escort all outlaws to the border of Nidal to be banished from Cheliax henceforth. The Lord-Mayor has grown bored with torturing them already and has no further use for them. Word is he is brewing up a real doozy of a proclamation next and will need all the free prison cells he can get. Maybe he's finally grown the balls to go against that rebel group that I've been hearing about. The raven something. Anyway, the paperwork is all here."
Just for the sake of simplicity, please just make the rolls that you need until you get the necessary IP; don't forget that the EP is there as well.
I need a refresher on infiltration. Is there a DC to beat here? How do I know when we get the necessary IP?

GM Xavier Kahlvet |

Well would you look at that. I forgot to post the DC. The DC in for the guard post is 19. Also, refresher on infiltration stuff. Short answer: success = +1 IP, crit success = +2 IP, and while failures don’t remove IP, it does increase the guards’ awareness that something is up.
And whether it’s Deception or Diplomacy that Vitalis is rolling is irrelevant; both cases end up as a regular success.

“Chance” Ravennablitz |

I assume these Performance checks don't benefit from using Chance's virtuoso pan flute; please add another +1 if they do.
Performance: 1d20 + 10 ⇒ (7) + 10 = 17
Performance: 1d20 + 10 ⇒ (11) + 10 = 21
"Oh, we should definitely keep our eyes peeled for someone who might be the Poison Pen! Imagine banning poetry! Why, nothing could be more harmless... no, that's wrong. I completely understand why Barzillai is banning poetry. Anything that builds the spirits of the people and lampoons the Thrunes would be harmful to him and help our cause."
At the guard post:
"Exile's too good for these punks!" The diminutive gnome guard slams a fist into his open other hand. "But I'm sure His Excellent Lordly Lordship knows what he's doing! And being sent to Nidal, that's no picnic, even for wannabe Hellknights!" He snorts and chortles nastily.
Deception: 1d20 + 10 ⇒ (20) + 10 = 30

Jisara |

Jisara frowns as Vitalis and Chance discuss the tenth proclamation.
"I don't know if Barzillai and his proclamations are as whimsical as they may first appear. His proclamation about dogs seemed very silly until we saw what he was using them for, didn't it?"
"There may be something that one or more of these poets has written that is somehow harmful to him, and he's trying to obscure what it is by lumping all of their works together and marking them for burning. It may be worth looking into."
At the post.
Not wishing to draw any unnecessary attention to herself, Jisara remains silent and watchful for threats.
GM, I'd like to have done a disguise for myself first. Nothing dramatic, just enough to hide my tiefling traits. With my hat of disguise, my Deception is at +12.

Jisara |

Addendum!
Society with Discern Secrets: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Jisara returns to the group a short time later with a small collection of the Poison Pen's work, an annoyed expression written across her face.
"The Poison Pen comes across as more of a scorned aristocrat than someone who opposes Barzillai on principles. Their latest pamphlet is entirely around salacious gossip about the man's sexual predilections, rather than any of his crimes he has committed against Kintargo and its people. It makes the resistance to him look puerile and ridiculous."
"I believe Barzillai has so publicly banned their works specifically to draw attention to them. In fact, if the Poison Pen isn't the man himself, or someone working at his behest, I'll eat my very expensive hat."

GM Xavier Kahlvet |

To clarify: the Poison Pen does indeed make very scathing critiques on Barzillai’s lord-mayorship—and they do make discussions on how his proclamations infringe on citizens’ freedoms. However, many of these critiques are interspersed with this “salacious gossip” that’s woven into the text in an eloquent manner. It’s not just remarks on Barzillai’s sex life.

Jisara |

Well, there goes that theory!

Edrakk Chrysanthemum |

Edrakk sighs somewhat at the proclamation. "Honestly, I'm not surprised at all. Considering the other thing's he's done, this feels almost tame."
Society: 1d20 + 10 ⇒ (2) + 10 = 12
”I appreciate the name, ‘the Poison Pen’. Although thinking about it, a pen wouldn’t be that useful at poisoning someone, would it? Maybe a contact poison, but still…” He trails off. ”Anyway, they definitely seem like somebody we need to keep an eye out for. I hope they’re alright.”
Mostly I just thought that an obvious tiefling might raise some eyebrows.
I probably should have done some preparing for disguises and such as well, but I was on a plane most of the day, and was preparing for the trip yesterday. Hopefully an obvious tengu won't be as much of a problem.
Edrakk puts on a slightly oversized fake guard uniform and tries to cover as much of himself as he can. He looks a little goofy, but not unconvincing.
"They're gonna get what's coming to them for stepping out of line!" the tengu squaks, perhaps a bit too loudly. "This'll show people not to mess with Thrune!" Between the extra volume, enthusiasm, and oversized uniform, he appears to be a bright-eyed new recruit who maybe hasn't learned all of the ropes yet.
Diplomacy, since I feel like the description of Edrakk as a young, somewhat inexperienced recruit is not entirely dishonest. If Deception would make more sense, it's a +1.
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

Vitalis Tanessen |

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
Vitalis smirks at the guards gambling. "I can see you are hard at work. I see no reason to add to your burden. Just toss over the keys and we'll let ourselves through."

Jisara |

Deception: 1d20 + 8 ⇒ (12) + 8 = 20
Deception: 1d20 + 8 ⇒ (14) + 8 = 22
"Time is a factor here," Jisara says from behind Vitalis, allowing a measure of only partly feigned annoyance to creep into her voice. "If this delay costs me another on-time bonus, I shall be most cross."

GM Xavier Kahlvet |

Botting Edrakk: Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
The guards raise their eyebrows. ”Odd, but if you’ve got the papers then—“
“Interesting.”
Both of the dottari practically jump out of their skin when they hear a voice behind them, they turn to see someone standing in the doorway: A middle-aged woman with blonde hair (that could easily be mistaken for gray) pulled up in a tight bun. She wears a breastplate bearing the inverted star of the Asmodean church. She stares at the PCs, as well as the dottari, with an intense and unnerving gaze.
”S-Sabo! Character Profiles Updated When did you—?!”
“Hush.” The woman—Sabo—stares longer at the PCs. ”I am the warden here, and I am the one who oversees such paperwork. Please, follow me to my office.” She motions for the PCs to follow her.
Sabo takes the PCs to a room connected to the front entrance, where a desk sits facing the wall to the west, with a long bench set up along the eastern wall. On the desk is a large stack of paperwork. A small end table sits against the northern wall, upon which is a dark set of fabric—possibly a robe of some kind—neatly folded up, and on top of the fabric is a gruesome iron mask.
If you critically succeed, open the spoiler below
”Please, take a seat.” Sabo moves to the chair by her desk and, rather than turning it around to face the east wall, sits down in the chair backwards. ”Nice to see some new faces around here. Hope being in the city guard has been treating you well. How long have you been with the dottari? And I must ask, who is your superior officer, and who authorized this transfer? And also…”
The Warden’s Prodding
Sabo asks very probing questions of each of you in turn. To get past the warden, you need 3 IP (individual). The checks are Deception (to BS your way through her questions), Religion (to answer questions about “being” a worshiper of Asmodeus), and Society (to recall believable “superiors” or to distract her with talk about the transfer). The DC in each case is 21.

“Chance” Ravennablitz |

Society: 1d20 + 8 ⇒ (2) + 8 = 10
Oh, that's just great! None of us were expecting the Asmodean Inquisition to be here! I suppose it makes sense - they are Barzillai's secret police. Here goes nothing!
Chance casually spins his chair around and hops up, sitting on it backwards to mirror the body language of their interrogator. Because the chair is sized for humans, however, he is barely able to see Sabo over the top of the chair's back.
"Fortunato Pineap -- Pine-Umber, ma'am." Chance decides on a pseudonym at the last moment. "I joined up when the old Lord-Mayor fled the city, ma'am. I figured that with new leadership at the time, there might be, well, some openings in the ranks pretty soon, once some of the trash got cleared out. If you'll excuse the metaphor, ma'am."
Deception: 1d20 + 10 ⇒ (2) + 10 = 12
Spending one Edge Point (from Secure Disguises, I guess?) to convert this into a success.
"As for our C.O., well ma'am," the gnome sits up a little straighter in feigned pride, "Like I said, being inspired to enlist with the onset of the new regime, I like to think that my commanding officer is His Most Infernal Lord-Mayorship Himself, ma'am, being as he is, in fact, the officer in command of us all here.
Deception: 1d20 + 10 ⇒ (16) + 10 = 26
"Who authorized the transfer? Why, the transfer is authorized by the full power and majesty of the Law, ma'am, at least that's certainly how I understand it, and it isn't my place as a humble servant of the Law and its power as vested in my C.O., His Most Infernal Lord-Mayorship. If by your question you mean to ask whose hand signed the documentation, ma'am, I don't know myself - I don't go around questioning lawful orders, of course - but I'm sure their name is on the paperwork."
Deception: 1d20 + 10 ⇒ (13) + 10 = 23
Chance wiggles his feet to keep them from falling asleep due to the uncomfortable position he's sitting in.

Edrakk Chrysanthemum |

As he follows into the wardens office, Edrakk grows increasingly nervous, which, considering his chosen cover story, is somewhat of an advantage.
Society: 1d20 + 10 ⇒ (18) + 10 = 28
At the start of the questioning, he awkwardly tries to introduce himself. "Ed...ward. Dandelion. Edward Dandelion. Ma'am."
Edward Dandelion?? Is that the best you can do??
Ok, ok, you can do this. Focus on what you know.
"I joined very recently, and I didn't really have a chance to learn the ropes before the Aria Park riots happened. It's been a bit stressful, to be honest, since we've all been working overtime to keep everything in line."
Society: 1d20 + 10 ⇒ (10) + 10 = 20
"I can't actually remember the name of the person who authorized this. I think it was Commander Erada, or Iraso, or..." He trails off into random syllables, hoping it sounds enough like an actual name. "I know I should have, but I haven't really gotten the chance to meet him at all. I've just been busy with my duties, and he's mostly too busy with paperwork and meetings, and usually delegates one of the others to give us orders. I-i'm sorry, I'm very new at all of this."
Society: 1d20 + 10 ⇒ (9) + 10 = 19
"Anyways, this transfer is probably what we should be focusing on most, right? I remember being told that it was imperative it happened, and it makes sense why. I mean, we've got this increasingly strong rebellion growing, and while they don't pose that much of a threat now, they're going to in the near future if we don't act soon, especially since people might start listening to them if we're not careful. If the jails are too full, we're not going to be able to control anyone, since we wouldn't have a way of punishing them. That's what I think, anyway. Maybe I'm way off-base, but it seems to me like we're gonna need the space free more than we need to be keeping the current prisoners."
Society: 1d20 + 10 ⇒ (9) + 10 = 19
I'll do another post tomorrow morning with any other rolls I need to do.

Vitalis Tanessen |

Religion DC 21: 1d20 + 7 ⇒ (19) + 7 = 26
Vitalis bows his head. "Inquisitor Sabo. May the Prince of Law honor you with greatness on this unholy day." He draws a thin line of blood across his palm and offers his hand to Sabo to shake.
Deception DC 21: 1d20 + 3 ⇒ (1) + 3 = 4 I'll use the Contact EP to make that a success.
"Been with the dottari not too long. Was recruited around the same time we got a Thrune as Lord-Mayor. Was working the streets prior to that. That previous Lord-Mayor Jillia Bainillis was a real b+$@~. But Barzillai Thrune is a man I could work under. So I made the decision to make my activities more legal." Vitalis winks. "I can send for someone who can vouch for me if you want to continue wasting time."
Society DC 21: 1d20 + 7 ⇒ (18) + 7 = 25
"I can see you take your job seriously and I respect that, Inquisitor. But I really don't want to be caught in Nidal at night." He shivers. "The sounds I've heard coming out of the fog off of Nisroch Bay are enough to make even the stoutest Asmodean shake. If we hustle, I could be back relaxing in Clenchjaw's before my next shift. The coin for this transportation task is good and there's a pretty wench there I intend to spend it on."
Edit: Society DC 10: 1d20 + 7 ⇒ (6) + 7 = 13
Vitalis takes note of the cloak and mask as marks of the inquisition.

GM Xavier Kahlvet |

@Edrakk: The DC of the checks were 21, so all of those checks you made failed. So you need to resolve them either by changing then (by using EP or rerolling with a Hero Point) or by accepting the failures and continuing to roll.

Edrakk Chrysanthemum |

"I know this transfer is a big order, but it's all there in the paperwork." Using one of the Forge Documents EP to make one of the previous rolls a success. "And this rebellion, it's getting pretty big, right? That means they're not going to be able to hide as well anymore. Pretty soon we might be able to get some leads from people reporting suspicious activity."
Society #1: 1d20 + 10 ⇒ (3) + 10 = 13
Society #2: 1d20 + 10 ⇒ (4) + 10 = 14
Ugh.
Society #3: 1d20 + 10 ⇒ (1) + 10 = 11
Society #4: 1d20 + 10 ⇒ (18) + 10 = 28
Society #5: 1d20 + 10 ⇒ (11) + 10 = 21

GM Xavier Kahlvet |

I’m, uh, going to presume that Edrakk spends an EP (from securing a disguise) on that nat 1, because…man…
Botting JisaraSociety: 1d20 + 10 ⇒ (13) + 10 = 23
Society: 1d20 + 10 ⇒ (15) + 10 = 25
Society: 1d20 + 10 ⇒ (15) + 10 = 25
Sabo’s countenance is broken slightly as Vitalis draws blood and offers his hand—she was clearly not expecting that. And as Edrakk continues to speak, she seems curious. ”I have not heard anything of a supposed rebellion. Are you referring to the Iomedaean dissidents in the heartland?”
Eventually Sabo finally looks over the paperwork, but she stares at it with a very scrutinizing eye. She eventually shakes her head and sets down the documents. ”This is quite an unorthodox, I’m afraid. I really can’t authorize this without some…” She stares directly at Vitalis. ”…recompense.”
Y’all have two options: you can either bribe Sabo with 100 gp, or Vitalis specifically can succeed at a DC 23 Diplomacy check to flirt with Sabo (and, uh, please just roll the check and don’t roleplay that; I am NOT comfortable pretend-flirting with my players); you can still bribe her after rolling the Diplomacy check as long as you don’t critically fail the check. EP cannot be spent to succeed at the Diplomacy check.

Vitalis Tanessen |

Diplomacy DC 23: 1d20 + 9 ⇒ (15) + 9 = 24
"I think something can be arranged..."
Internally Vitalis shudders at the thought.
Are we aware of the Iomedaean dissidents? Out of character, I know.

“Chance” Ravennablitz |

[dice=Diplomacy DC 23]1d20+9
"I think something can be arranged..."
Internally Vitalis shudders at the thought.
Are we aware of the Iomedaean dissidents? Out of character, I know.
Chance raises an eyebrow but manages to stay silent (for once). I know paladins are supposed to be self-sacrificing, but...
As to the Iomedaean rebels, Rexus mentioned the Glorious Reclamation back when he was trying to recruit the PCs.

GM Xavier Kahlvet |

"I think something can be arranged..."
Fade to black.
Fade back in. Satisfied, Sabo ruffles through the stack of files on her desk and pulls out four files. She opens a nearby door and shouts ”Centa! Prisoner transfer!”
A dottari appears at the doorway soon thereafter and Sabo hands him the four files. Sabo turns back to the PCs and says ”Follow him.”
The dottari guard leads the group through the cell block, he stops occasionally at a cell and unlocks it, revealing a prisoner (whom Vitalis recognizes as one of his fellow armigers). The armigers do not put up a fight and cooperates. The dottari shackles the armiger in manacles then hands that armiger’s file over to the PCs (the file being a description on the prisoner in question). This is done a total of three time, transferring three armigers into the PCs’ care.
”Alright, there ya go.” He hands the nearest PC the key to the armigers’ manacles. Meanwhile, he holds one file behind his back—trying (and failing) to hide it from the PCs.

Vitalis Tanessen |

Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Intimidation: 1d20 + 9 ⇒ (15) + 9 = 24
Vitalis grabs the guard by the collar and pulls the guard's face close to his own. "Hold up! This isn't right. There's supposed to be four prisoners for transfer. Don't you try to pull one over on me. Or maybe you'd like to take the fourth's place."

GM Xavier Kahlvet |

When Vitalis grabs the dottari he drops the file that he was trying to hide, revealing the prisoner’s name: Hortense Lierre. That one is the only one of the armigers that I actually have a name for, BTW ”I’m sorry! I’m sorry! I wasn’t trying to pull a fast one on you or anything! There’s just a situation with that particular prisoner that I…well…it’s just…Please just let me go.”
Assuming Vitalis releases him: The dottari clutches at his neck and takes several raspy breaths. ”Look, that last prisoner had recently come back from being excruciated—houndhousing or something like that. She’s been claimed by our…visitor. She’s got her in the torture room. It’s just over there…” The man points to a door at the northeastern corner of the cell block. ”You’re free to head in and show your transfers to her if you want, but I wouldn’t recommend it.”
The dottari is clearly nervous and anxious talking about this “visitor.” You need to roll a check to get more information about this visitor. It’s a Diplomacy 17 or Intimidation 15 check, but Vitalis already rolled for it (which is what I’m treating that Intimidation check he rolled for), so I’ll give you what you would receive on a regular success and leave a spoiler for the critical success condition. Because Vitalis already rolled for it, he cannot roll again to try to get a critical success.
Because Vitalis succeeded an Intimidation check: ”She referring to the “visitor” was sent here by the church, so that probably countermands your orders anyway, hmm?”

“Chance” Ravennablitz |

Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Chance steps forward and pokes the gasping guard in the gut. "Listen here, you mewling poltroon! We've got our orders from our C.O., and they aren't countermanded unless our C.O. countermands them! Our orders say we're to bring four prisoners to the border and dump them in Nidal, so you decide: either you answer our questions - starting with who 'She' is and where she has this Hortense Lierre - or, like my big, angry friend said, you can join these three mooks as prisoner number 4 and get an all expense paid vacation to the land of pain and shadows. Choose wisely. And quickly!"
The gnome pokes the dottari in the belly again, and steps back.
Intimidation: 1d20 + 10 ⇒ (8) + 10 = 18

GM Xavier Kahlvet |

Botting Edrakk and Jisara: Jisara Intimidation: 1d20 + 8 ⇒ (10) + 8 = 18
Edrakk Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
The dottari seems to cease his anxiety and kneels down to look Chance in the eye. ”If I may speak off the record: You’re talking to the wrong guy here. You’re free to go talk to her all you want, but if you leave that, uh, Hortense person in there, the problem’s going to solve itself; let’s just say there’s a reason we put our little visitor in the soundproof room. You do what you want, but I’m not following you in there.”
Since there’s a paladin in the party, I’m going to assume that you’d still try to save Hortense.
Into the Torture Room
This room is large and spacious enough to have once been a mess hall, but it is now far from it. The room features a few spiky cages, an iron maiden against the east wall and a pair of racks, one of which is occupied by an unconscious, muscular, dark-skinned woman whom the PCs recognize as the same woman that was being doghoused last week. Map and Character Profiles Updated
Standing over the armiger, with her back to the PCs, is a horrific sight: a pale woman clad in wire and leather, impaled by dozens of long, thin lancets into her body. She holds one such lancet in each of her hands, prepared to do something horrific to the armiger when she pauses, turning her head slightly toward the door.
”And who is this that comes to my court? Carriers of lies, each of you.” The pale woman turns around from the rack to face the PCs, and reveals a pair of pure-white eyes that seem to constantly weep tears of blood. As they stare into the vastness of her eyes, the PCs are bombarded with overwhelming intrusive thoughts over past falsehoods—anything from the shame of being found with a hand in the cookie jar to even the potential fates of the Holding House’s guards should it be discovered that their prisoners were “transferred” under false pretenses. Every lie told and its consequences, no matter how mundane or long-since-forgotten, wells up to the surface to cause a small amount of executive disfunction—you feel the need to do something, but the shame and despair keeps you from willing yourself to do it.
In stark juxtaposition of the blood weeping from her eyes, the “visitor” smiles wickedly. ”I smell your falshoods. Do you seek my aid in stripping them from you? I am but just started on this subject, so you will need to wait your turns my hopefuls…” She turns back to Hortense on the rack, engrossed in her disturbing work.
Since I know everyone’s first response is “WTF is that?!?!” it’s time to roll Recall Knowledge (Edrakk doesn’t have an appropriate skill to do so, so I didn’t roll for him):
This in particular is an apocrisiarius velstrac, horrid interrogators who extract truth from their subjects by any means necessary and more. It is said that their gaze can suppress the lies of even the most deceitful scoundrels.
What do you do?

GM Xavier Kahlvet |

EDIT: The above Recall Knowledge checks were assuming that none of y'all were being bold enough to cast spells (primarily discern secrets and loremaster's etude) right in front of the creepy lady.

Vitalis Tanessen |

Vitalis is absolutely horrified at the torture and disfigurement being administered to the woman. Seething, he shuts the door behind the party once everyone is in the room.
”YOU want to strip the falsehoods from us! Let me shed some light on the situation then! I am Vitalis Tanesson, champion of Shelyn and armiger of the Order of the Torrent! That is a friend and coworker that you are maiming and you are a velstrac, an unforgivable offense in its own right. And you are alone in a soundproof room. Prepare to die!”
Vitalis draws his glaive to attack. He informs his friends, ”The kyton is vulnerable to holy energy or silver weapons otherwise it will regenerate its wounds. It is said that their gaze can suppress lies which won’t help it anymore. Kill it!”
Hopefully initiating combat is okay with everyone. I went on the assumption fighting in this room wouldn’t ruin the infiltration. I am on vacation now so hopefully this formatting comes out okay and I’ll need help with any map work if required during this week.

GM Xavier Kahlvet |

Hoo boy! Uh…yeah, I’ll need to see how the rest of the party reacts to all of this before I roll initiative.
Note for the map: the black squares are the room’s two racks, and the gray circle is the iron maiden.

“Chance” Ravennablitz |

She seems fun. Yikes!
Chance reluctantly draws his +1 silver dagger and glances up at Vitalis’s glaive clearly not-silver glaive.
I suppose it’s too much to hope for his glaive to have become a holy relic since our last fight?
“Yeah! We aren’t stuck in a sound-proof torture chamber with you, you’re stuck in a sound-proof torture chamber with US!”
That sounded better in my head than it did out loud.
The gnome starts humming to warm up his voice ahead of the inevitable battle to come.

GM Xavier Kahlvet |

The velstrac is distracted by her torture to Hortense, completely unaware that Vitalis was even speaking to her for half of the paladin’s monologue. But she catches enough to realize what must come next.
Jisara: 1d20 + 6 ⇒ (16) + 6 = 22
Edrakk: 1d20 + 6 ⇒ (1) + 6 = 7
Vitalis Intimidation: 1d20 + 9 ⇒ (9) + 9 = 18
Velstrac; engrossed in torture: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28
”It is said that their gaze can suppress lies which won’t help it anymore. Kill it!”
The velstrac chuckles under her breath. ”That is not all these eyes can do.” She turns around and locks eyes with Vitalis, a wave of overwhelming memories flooding his mind! That whole thing about intrusive thoughts and executive dysfunction wasn’t just said for the heck of it. She then locks her gaze with Edrakk, then Chance in a similar fashion. ◆ Focus Gaze three times.
Edrakk: 1d20 + 6 ⇒ (17) + 6 = 23 Success
Vitalis: 1d20 + 8 ⇒ (5) + 8 = 13 Failure
Vitalis is stunned 1 as he dwells on how past lies he’s told has hurt or complicated himself or others.
At the end of everyone’s turn, please roll a Will save against the velstrac’s gaze attack. It technically only happens while you’re within 30 feet of the velstrac and have line of sight to her, but that’s always going to be the case unless you leave the soundproof room (which, of course, has its own complications).
The Truth Will Set You Free
Round 1
==============
Velstrac
Chance
Jisara
Vitalis {stunned 1}
Edrakk
==============

Vitalis Tanessen |

Glaive: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 2d8 + 4 ⇒ (2, 5) + 4 = 11
Extra Crit Damage: 1d8 + 22 ⇒ (4) + 22 = 26 Total = 26 damage
Will Save: 1d20 + 8 ⇒ (20) + 8 = 28
Vitalis steps in front of Edrakk and jabs the Velstrac with his glaive, driving her backwards into the corner.
Please move Vitalis in the space to the right of Edrakk and with my crit move the velstrac one space to the right also. I’d be more descriptive but I’m still on my phone on vacation.

“Chance” Ravennablitz |

Chance gulps but manages to withstand the velstrac's gaze and begins to sing. The bard's voice quavers a bit as he starts, but gets stronger quickly.
"Lift up your head, wash off those entrails
Here, take my kerchief, wipe that dried blood away
Show me your face clean as you can make it
I know things were bad but we're here to stay
Now Silver Ravens are standing beside you
You don't need to suffer, don't have to give in
Now Silver Ravens are here to provide you
Rescue and healing, this torture must end!"
With his free hand, Chance pulls a vial from his bandolier and lobs it at the velstrac.
◆: Cast a Spell, inspire courage
◆: Interact
◆: Ranged Strike Holy water (good damage, inspire courage, 2nd range increment): 1d20 + 8 + 1 - 2 ⇒ (2) + 8 + 1 - 2 = 91d6 + 1 ⇒ (4) + 1 = 5
+1 good damage to target and adjacent creatures except on critical fail.
I don't suppose it's flat-footed, is it?
↻: Unexpected Shift (if triggered)
Will save: 1d20 + 8 ⇒ (3) + 8 = 11

Jisara |

Will: 1d20 + 8 ⇒ (2) + 8 = 10 Hero point!
Will: 1d20 + 8 ⇒ (7) + 8 = 15 lol i doubt that'll do it
Jisara, caught off guard by the horror show in front of her (and the subsequent assault on her mind), is slow to react when violence breaks out. Belatedly, she flings an unattended torture implement through the air at the velstrac.
Thatch, ever helpful, plucks Jisara's dagger from her belt and places the hilt into her open hand.
Telekinetic projectile: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Slashing: 2d6 + 4 + 1 ⇒ (6, 1) + 4 + 1 = 12
◆◆: Cast telekinetic projectile. Thatch will use the 1 action he gets from Independent to use his Valet ability to draw Jisara's dagger and hand it to her.

Edrakk Chrysanthemum |

Edrakk takes a few steps back as soon as he sees what's in the room, bumping into the door. Even just looking over Vitalis's shoulder, the scene before him sends shivers down his spine. Initially, the first feelings of panic start to flow through him, until he remembers the collection of vials he has stuffed in his bag.
He pulls one such vial out, filled with a reddish gas, and mutters to himself, "Here goes nothing." before lobbing it into the corner next to Velstrac.
As the bottle shatters, the broken glass is mixed with a spray of razor-sharp crystals, slicing into the kyton's flesh (hopefully) and scattering themselves on the floor.
◆ Step
◆ Interact (drawing Crystal Shards)
◆ Strike, aiming for the square with the red arrow pointing to it next to Velstrac, in order to avoid hitting the armiger with the splash.
I'm not sure if I need to make an attack to hit a square like you do in 1E, and I couldn't find the rule, so I'll make one just in case. Crystal Shards, Moderate: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14, 4 piercing splash damage, unless Inspire Courage applies, which would make it 5.
The red squares are treated as being covered in caltrops
Sidenote, I'm really glad Vitalis has a glaive, because that means I'm almost never going to have to worry about splash damage against party members.
Will Save: 1d20 + 6 ⇒ (6) + 6 = 12
Will Save, Hero Point: 1d20 + 6 ⇒ (19) + 6 = 25 Much better!

GM Xavier Kahlvet |

Vitalis moves forward and slices into the velstrac, moving her back easily! Though, instead of a grunt of pain, she lets out a soft moan.
Chance sings and throws a vial of holy water that the velstrac backhands and sends flying into the nearby wall (subsequently sprinkling the unconscious Hortense with the water).
Jisara flings one of the many torture implements in the room, but it impacts with the head of Vitalis’s glaive just enough to cause it to miss the velstrac. Misses due to lesser cover.
Edrakk throws a vial at the iron maiden, which shatters and sends shards of glass flying and sticking into the velstrac’s body! But she barely reacts, only looking smugly at Edrakk as it is clear the glass did very little—which is unsurprising since she is pierced by dozens of torture implements! Translation: she has resistance to piercing, so she took no splash damage.
From the results of the will saves: Chance and Jisara are stunned 1.
The velstrac’s wounds suddenly closes, and the numerous glass shards pop out from being stuck in her skin. She heals 10 HP. She begins walking forward, paying little attention to the glass shards on the ground as they stick in the soles of her feet—only one sticking far enough for her to drip blood and start limping. She still takes the bleed damage, meaning she also takes the Speed penalty (which actually does matter in this case). Since she was the first person to move through the square containing “caltrops,” they’re no longer effective in that square, so I removed that particular red square.
The woman stares at Vitalis for a moment, looking over the man’s body before clearly finding what she wanted! ◆◆ Vivisect
The velstrac quickly swipes one of her lancets at the paladin!
Velstrac vs Vitalis: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11 plus 1d6 persistent bleed
Opening a sufficient wound, she then follows up with the implement in her other hand, aiming directly for Vitalis’s vital organs now that they have been exposed!
Velstrac vs Vitalis: 1d20 + 16 ⇒ (3) + 16 = 19 No, MAP doesn’t apply to this attack.
Damage; twin, Vivisect: 2d4 + 4 + 2 + 2d6 ⇒ (1, 2) + 4 + 2 + (4, 6) = 19
But Vitalis sees what the fiend is attempting to do and desperately moves away from the oncoming assault!
End of turn: velstrac takes 1 bleed damage.
DC 15 flat: 1d20 ⇒ 2
The Truth Will Set You Free
Round 2
==============
Velstrac (-19) {1 persistent bleed and -5 feet to Speed}
Chance {stunned 1}
Jisara {stunned 1}
Vitalis (-11) {1d6 persistent bleed}
Edrakk
==============

Vitalis Tanessen |

Demoralize: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Glaive: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Vitalis attempts to demoralize the outsider if such a creature even knows fear. Then he takes one swipe with his glaive and steps back away from it.
Will save: 1d20 + 8 ⇒ (7) + 8 = 15
Demoralize
Strike
Move one space left

Edrakk Chrysanthemum |

Seeing Vitalis get injured, Edrakk quickly pulls out some disinfecting herbs and a piece of cloth, trying to keep the wound from bleeding profusely.
◆ Battle Medicine, DC 15: 1d20 + 6 ⇒ (10) + 6 = 16, 2d8 ⇒ (2, 6) = 8
That'll have to hold for now.
Once he's done with that, he turns his attention back to Velstrac. Ok, let's try and figure this out.
The crystal shards didn't work on her, which makes sense; she's already covered in knives, what's a couple more going to do? That also means that my crossbow is probably out of the equation, although it takes too long to load anyway. I guess I could draw my knives, since they're less stabby and more slice-y, but unless I can get my poison out, that's not going to do much.
Would poison even work? I mean, she has blood, so there must be some kind of biology going on in there, but is she going to respond to toxins in the same way? Vitalis called her a "kyton", right? She's vulnerable to silver and holy energy, is she extraplanar or something? That would certainly fit with the whole devil-worshipping deal the Thrunes have or whatever.
I've got a couple of blight bombs in my bag, which are probably faster, and they would work to test if poison works. Other than that, what else do I have? She's not undead, or at least I don't think she is, or Vitalis would have mentioned it, so the ghost charges probably wouldn't do anything. I didn't prepare any, but I have the materials for a frost vial, although it's not as strong as the blight bombs would be. Assuming she's not resistant to cold or something.
Ok, I'll start with the blight bomb first. Either it works, or I get useful data. We still seem to be going strong, and it's not like we need to be worried about someone else coming in here, I hope, so as long as we can stay alive, it shouldn't be too much of a waste, right?
He pulls out another vial, this time with a sickly greenish-yellow liquid inside, and throws it directly at Velstrac.
◆ Interact (drawing a blight bomb)
◆ Blight Bomb: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 202d6 + 2 ⇒ (4, 1) + 2 = 7 +2d4 persistent poison damage on a direct hit, 2 splash on a miss.
Will save: 1d20 + 6 ⇒ (18) + 6 = 24

“Chance” Ravennablitz |

Chance freezes for a moment, paralyzed by the memory of the occasion, 30 years previously, when he insisted that he had returned a particular book to the Alabaster Academy library. Although he managed to convince the librarian to drop the issue, he can still picture the librarian's doubting scowl, and for the remainder of his time at the Academy he found that his access to the restricted stacks was cut off.
The gnome can also picture the book in question quite clearly, probably because it is on the shelf near his bed in the Wasp's Nest.
He shakes himself out of his unpleasant reverie in time to pick up the thread of his tune, then pulls out a scroll.
"Now Silver Ravens are standing beside you..."
◆: Cast a Spell, inspire courage
◆: Interact (retrieve scroll of magic missile)
↻: Unexpected Shift (if triggered)
Will save: 1d20 + 8 ⇒ (3) + 8 = 11
Gah!

GM Xavier Kahlvet |

Vitalis tries to intimidate the velstrac, but the fiend just looks at him with amusement. Dunno where that random +1 on the Demoralize came from. He then swings, but misses narrowly.
Bleed Damage: 1d6 ⇒ 4
DC 15 flat: 1d20 ⇒ 9
Edrakk heals Vitalis and throws a bomb at the fiend, and while she dodges away from it, she gets hit by the splash, and is clearly affected by it.
Chance continues to sing and draws a scroll.
Botting Jisara: Jisara freezes for a moment then launches another torture implement at the velstrac.
Jisara vs Velstrac; inspire courage: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Damage: 2d6 + 4 + 1 ⇒ (6, 3) + 4 + 1 = 14
Jisara Will: 1d20 + 8 ⇒ (2) + 8 = 10
From the Will saves: Chance, Jisara, and Vitalis are stunned 1
Once again, the fiend’s wounds begin to close. Velstrac heals 10 HP. She moves forward and touches Chance’s silver dagger with one of her lancets. ”Now what were you planning to do with that?!” She then lashes out at the gnome with both of her torture implements! ◆◆Vivisect
Velstrac vs Chance: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10 plus 1d6 persistent bleed
Velstrac vs Chance: 1d20 + 16 ⇒ (16) + 16 = 32
Damage; twin (doubled from crit): 2d4 + 4 + 2 ⇒ (4, 1) + 4 + 2 = 11 plus 2d6* persistent bleed I’m going to assume that Chance would choose to let Vitalis do Retributive Strike instead of him doing Unexpected Shift since the former provides more resistance and lets the frontliner attack again. Again, I’ll let Vitalis roll the actual Strike part of it.
End of Turn: Velstrac takes 1 bleed damage
DC 15 flat: 1d20 ⇒ 3
EDIT: Now would probably be a good time to mention that you can go into the spaces with the racks/iron maiden; it's just difficult terrain.
The Truth Will Set You Free
Round 3
==============
Velstrac (-26) {1 persistent bleed and -5 feet to Speed}
Chance (-16) {stunned 1; 2d6 persistent bleed}
Jisara {stunned 1}
Vitalis (-7) {stunned 1; 1d6 persistent bleed}
Edrakk
==============

“Chance” Ravennablitz |

So who’s feeling good about casting false life for 10 temporary hit points before we got here? This gnome!
“Yikes! Now she’s standing beside me! Um... Suddenly Ravens are here to provide you rescue and healing, this torture must end!"
Chance snaps out of another awful reverie. He races through a scrap of his inspiring song, then lashes out at the velstrac with his little silver blade.
◆: Cast a Spell, inspire courage
◆: Strike
+1 silver dagger, inspire courage: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 201d4 - 1 + 1 ⇒ (2) - 1 + 1 = 2
↻: Unexpected Shift (if triggered)
Will save: 1d20 + 8 ⇒ (17) + 8 = 25