Game Masquerade |
Talic, the distraction afforded you by Deston allows you to get a closer look at the vault lock. While you are still too far away to really see anything specific, you do recognize the mechanism to be a pinwheel lock, also known on the street as a "dead man's hand". The lock is housed in a recessed compartment barricaded by a thin steel door. When a button is pressed, the door recedes up, revealing the lock mechanism inside. At this point, a timer is initiated, and the lock failsafe must be disengaged before the time ends, or else the steel door slams shut, usually severing the hand of whoever was foolish enough to attempt to pick the lock.
As the manager turns to escort the party out of the vault room, suddenly there is a rapid series of clicks, along with a whirring sound and a slight whoosh of air, as if a pressurized seal has been broken. The guards flanking either side of the door immediately put their hands on the hilts of their swords and move directly between the group and the slowly opening vault door. They look just as surprised as the rest of the party at this turn of events.
A small, haggard looking middle aged man emerges from behind the massive obsidian door. He is professionally dressed, though his clothes are wrinkled and his spectacles are crooked. He looks as though he hasn't slept in several days. He begins to walk forward, muttering to himself, when suddenly he realizes he is not alone in the room. He appears surprised and flustered at the gathered ensemble, and quickly pulls the games manager aside and whispers urgently into his ear, to which the other man responds in kind. This goes on for several moments, until finally the spectacled man gives a dejected sigh and walks away, toward the lift.
The portly manager visibly brightens. "Well, it appears our timing wasn't quite so bad after all. Shall we?" he says amicably, indicating the now open vault.
I need both of you to make a Perception check.
Game Masquerade |
Upon opening the parchments, you find mostly mundane shipping manifests, personnel memos, and accounting logs. On the last page, however, is a message addressed to Rhone directly. It reads:
M'lord Penderghast, the efforts of my colleagues and I are still proving vain. We have long ago ascertained that the asset must possess some sort of resistance to normal arcane enchantments. We have stripped it of all its belongings, to no success. We are in the process of searching for a way to remove the artificial limbs as well, though the engineering is beyond us. No matter, for I am quite sure it is something inherent and organic to the asset that defies my spells, and not some lasting dweomer or artifice. I have never seen its like. It is as fascinating as it is frustrating; no doubt this resistance is what aided the asset so greatly in escaping your forces those years ago.
Regardless, we are still at an impasse. My enchantments will only hold a few hours, and even then only if the asset is heavily sedated, which we can no longer afford if we wish to keep the asset alive. It is my professional opinion that you must cease all access to the vault, save for a trusted few. I realize that this is a business, and the Festival is peak season, but unless you want the asset exposed to the public, I strongly urge you to heed my advice. I wish you the best. May Calypso see fit to hurry the night, so we can get this unpleasant matter behind us.
~Galfan~
Qarxan Zebwen |
Qarxan memorises the last page. Being an academic has its benefits!
'What are you still here for? Stand outside or I'll deduct your liesurely chat from your wages.' "Rhone" tells the guardsman. When he is gone Qarxan shows the last page Samisel and walks over to the last mirror, inspecting them all breifly to ascertain their function and activiation.
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge (Arcana): 1d20 + 10 ⇒ (5) + 10 = 15