The Test of Cunning
This test is designed to test the parties ability to sneak, avoid and get around traps, challenges and foes. It needless to say works best for characters skilled at hiding and sneaking, but it is also entirely possible to complete the test without using the Sneak talent once.
Introduction
The docks over looking the river are not the first place you might expect a restaurant, and yet perched on a hill above the main docks is exactly that. The rambling, two story building is done in an older style of architecture with several patios and the freshly whitewashed walls gleam. A light orchestral score flows between the door as a gnome approaches the group, asking, "Ah, would you like a table for -insert party number here-, perhaps?"
The gnome is in fact Guildmaster Grey, Buakanai Vilmami. Unless directly asked the Gnome won't typically explain that little detail, as they don't consider it especially relevant.
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Table of Contents
Introduction Player Guide ---Players, Avoid Spoilers Below--- Gamemaster Notes Alternatives Introductions Optional Scene: All alone? Form a Party! Test of Skill - Guildmaster Green Test of Diplomacy - Guildmaster Red Test of Valour - Guildmaster White Test of Cunning - Guildmaster Grey - Introduction - Ground Floor - First Floor - Attic - Conclusion Test of Knowledge - Guildmaster Blue Test of Grace - Guildmaster Violet Test of Survival - Guildmaster Black Additional Encounters Conclusion Consequences Non-Player Characters and Enemies |
There are a few ways that the party can go here. If the agree that they're here for a table, perhaps in the hope of working out what's going on, then Buakanai will cheerfully bow and show them to a table sized to the party. If they explain that they're here as part of the test then he will reply with a knowing nod and a "Ah, excellent taste. In this regard I'm sure a light repast will be essential to a successful day. Shall I show you in?" The gnome winks.
The Menu
Starter - 2 sp Fresh Water Prawns in batter. Seafood Soup with rice. Buttered Jacket Potatoes with Chimera Cheese topping. Crisp Bacon and Egg Sandwich. Spiced Roast Lotus Main Course - 5 sp Roast Beef in gravy with vegetables. Summer Vegetable Quiche. Mana Bake. Bonnacon Steak. Pigeon and Mushroom Pie. Desert - 3 sp Fruit Platter. Fruit Cake with Cream. Cherry Pie with Cream. Iced Cream. Golden Apple Cobbler. Drinks Menu Iced Water -5cp Mead - 3sp Beer - 3sp Dragonfoe Ale - 6sp Summerfruits - 2sp Autumn Fruit Juice - 4sp Shadowed Spice - 8sp |
With a little luck the party will take the hint. The gnome will attempt to drop increasingly unsubtle hints that the really want to have a light meal, maybe try the bacon and egg sandwich, until they either do just that, leave, or barge in.
Upon entry the party will get the following decription;
The restraunt is three quarters full, but not of what you would imagine is the usual clientelle. Axes lean against tables, people adjust scabbards and the watiress' dodge staves of power. It is quite clear that, for the most part, these are people engaged in the test. Oddly, one exception seems to be an elderly Orc hunched over one table, devouring roasted bee with gusto and few table manners. A door to the east leads out to a patio area, and a half-door leads back into the kitchen to the North along with a second, simple wood door. A door doors point to the west leads to bathrooms, it would seem, and a door to the south leads back to the entrance.
If the party has accepted the invitation to dine then they are led to a table, where Buakanai hands each of them a small, leather bound menu and bows again before leaving them to peruse the menu. Opening it reveals a message.
Welcome to the Test of Cunning! Your task is simple - there's an item in the attic that you must attain. But this test is not quite as simple. You must get there with minimal fuss. In your future career you may find a battle avoided is a battle won, and we wish to see how well you can manage that. Avoid being caught, if you can. Get caught three times and you'll be brought back to the dining room and expected to buy the room a round of drinks. before you can retry. Good luck and silent feet.
P.S - Here's a rough sketch, because it's always good to plan ahead, and the bread rolls are complementary. If, on the other hand, the party decides to barge in the gnome will follow them in, sighing loudly, and shove the menus into the hand of one of the party before throwing up there hands in the air and yelling "This counts as the first!" before heading off.
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Once the party are seated at the table give them a moment to peruse the menu and begin to plan. They may enjoy the bread rolls.
When you feel it's appropriate, have the following occur;
A short elven woman is marched out the north door, looking grumpy. "This is rigged," she yells to no one in particular, slamming a purse down on the counter. "This stupid scam isn't going to best me!" She shoves the guard aside and marches back through the door.
The guard shrugs and announces, "Drink on the elf?" Let the characters order what they want from the drinks menu. They should probably avoid too many alcoholic drinks...if they drink three or more and fail a Physical Prowess test they get to enjoy the Drunk condition. Note: The staff are very prepared for drunken shenanigan's, since they're getting a bunch of adventures to buy each other drinks. Anyone who decides to roleplay this in a problematic fashion will likely end up being put on a naughty step outside the kitchen and occasionally made fun of by the pot wash pixies.
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Ordering Food
If the party does bring up ordering food or drink then make sure they don't pay unless they abandon the test. If they offer then the staff will explain they have a tab running and can pay the balance at the end, once they know just how much they spent on food and drinks for failing. The real reason is the reward at the end, but they don't nee to know that little detail yet. |
First Floor
Room 1 - Main Dining Room
This is the main room the party starts in. It contains an unlimited number of breadsticks. Primarily, this room will be where the party starts any plans to get up higher.
If the group tries looking around at the adventurers here will spot Vee quite easily, as they are sitting on a table. The little Gnome is willing to trade a hint about this test, which they thing they have solved, for a hint about one of the others. If this happens to be the first Test the party have tried then they could also pay there tab - 28 sp.
If the group tries looking around at the adventurers here will spot Vee quite easily, as they are sitting on a table. The little Gnome is willing to trade a hint about this test, which they thing they have solved, for a hint about one of the others. If this happens to be the first Test the party have tried then they could also pay there tab - 28 sp.
Room 2 - Patio Dining Area
A dozen tables sit scattered around the red tiled patio, it's view of the river unobstructed by the small fence keeping people from a sheer drop. It also offers a good view of the balcony around the second floor, and a skylight can be seen in the roof, trellis with freshly planted flowering vines leading the eye up. Most of the tables sit empty.
This is a great area to climb up to the second floor - a Physical Prowess test will allow them to climb the wall without too much trouble, gaining access to Room 11 without going through the building. Of course, there's a chance one of the guests on the patio will turn them in, making one time the party has been spotted. Simply chatting to the small table of adventurers will probably be enough to see them turning a blind eye, as they want to see how well the strategy goes.
Room 3 - The Kitchen
The kitchen is a sweltering mass of heat and steam. Elven line cooks work with Dwarf sous-chefs, all under the direction of a Orc direction the kitchen with what looks like the world's biggest spoon. Potwash-Pixies flutter around the area, cleaning as needed to keep the polished wood surfaces spotless.
Needless to say the dozen cooks and half dozen pixies are non-combatants. Any successful hits will knock them out, but will bring down the wrath of Guildmaster Grey, who will be deeply unhappy, appearing 3 rounds after a fight breaks out. Needless to say such a fight will also count as being 'caught' - and earn a stern talking to about taking things too far.
To gain access to the area will require stealth skills - a Challenging (-10%) test should do it - or perhaps a convincing lie. The staff know what's going on, but will act like they don't. Alternatively, bribery always works - silver or food will have the head chef look the other way, so long as they aren't disruptive.
To gain access to the area will require stealth skills - a Challenging (-10%) test should do it - or perhaps a convincing lie. The staff know what's going on, but will act like they don't. Alternatively, bribery always works - silver or food will have the head chef look the other way, so long as they aren't disruptive.
Room 4 - Coldroom
This large coldroom contains slab of meat, milk jugs, cheese wheels and box upon box of fish nestled in ice. Either magic or engineering means it is cold enough to see the breath here.
The coldroom is lovely and cool - but it also contains a vent leading up to the Stock Room (Room 10) above. Once spotted with a Perception test the hatch can easily be removed with a few minutes work, or simply smashed with a 30% chance of being heard.
Room 5 - Rear Yard
This large, fenced in yard contains several metal drums with various scraps and waste sitting in them - recently, from the smell. A gate leads to a small vegetable garden beyond the restaurant's rear wall.
Like the patio this is a great place to climb up to the balcony. However, it is much more difficult to climb this wall. It requires a Difficult (-20%) Physical Prowess test to climb up to Room 11 on the first floor.
Room 6 - The Bathrooms
Eight stalls line the walls, with a series of basins to wash the hands in. A tall automaton stands by the door with a towel. "Is there anything I can do to make you visit a more pleasant experience, sir/madam?"
It's a bathroom. There are no hidden secrets here. Interesting, talking to the automaton attendant can get them to reveal that they have several siblings upstairs who works as guard - the Statue trap in room 13.
Room 7 - 1st Floor Stairwell
The wooden floored room contains little - a window looking outside and a pair of doors marked 'stairwell and 'restaurant' respectively, with a small painting hanging on the wall across from the door.
This room is relatively simple, really - but the door is trapped. Simply opening it will set off a simple alarm.
Alarm Trap
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A Challenging (-10%) Perception test should spot the trap before it's set off.
Disarm Method: There are two ways to disarm it - the Disarm Device talent is one, or a halved Agility test to deactivate the alarm. Alternatively, the switch to disarm it is hidden behind the conspicuous painting.
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A Challenging (-10%) Perception test should spot the trap before it's set off.
Disarm Method: There are two ways to disarm it - the Disarm Device talent is one, or a halved Agility test to deactivate the alarm. Alternatively, the switch to disarm it is hidden behind the conspicuous painting.
Second Floor
Room 8 - 2nd Floor Landing - Tripwire
Wooden stairs up to a wooden landing, the white walls covered in paintings. Three doors in the West walls lead off the stairs, and are the only ways out bar heading back to the ground floor.
This room is mostly just here to allow the the players a chance to chose which way they get across to the balcony. But as almost all the rooms are from this point on are, it has a trap.
Tripwire Trap
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A Challenging (-10%) Perception test.
Disarm Method: It's a simple matter to cut the wire or step over it. As a fairly basic trap it's really just a thin wire connected to a bell.
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A Challenging (-10%) Perception test.
Disarm Method: It's a simple matter to cut the wire or step over it. As a fairly basic trap it's really just a thin wire connected to a bell.
Room 9 - Staff Room - Pressure Plate
Lined with lockers, a small table and chairs and a lingering odour even though the building is quite new, nothing seems especially out of place here. The tiled floor stretches' between the doors in its east and west walls.
The main issue here is the simple pressure plates scattered around the room, made to look the same as the other tiles - but being a little newer gives them away to anyone paying attention. Looting the lockers will result in little more than old socks, as the staff are well aware that today is the Test of Chaos and Adventurers, even the most heroic, have a reputation for looting everything not nailed down and bringing a crowbar for the rest. They left all there valuables at home.
Pressure Plate Trap
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A standard Perception test.
Disarm Method: There is no simple method to disam the traps - There are 8 in total, and each is an independent trap. Disaming each of them is an Easy (+20) Disarm Device test, but it's simpler and quicker to make a Simple (+10) Agility test to make the way past them. Of course, the whole party doing that might not be ideal...
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A standard Perception test.
Disarm Method: There is no simple method to disam the traps - There are 8 in total, and each is an independent trap. Disaming each of them is an Easy (+20) Disarm Device test, but it's simpler and quicker to make a Simple (+10) Agility test to make the way past them. Of course, the whole party doing that might not be ideal...
Room 10 - Stock Room - Hidden Exit
This strangely cold room contains boxes of stored provisions in jars, sacks and even the newer canned goods. There is no obvious exit on the other side.
No trap here, but Guildmaster Grey took some pains to hide not one, but two, special hatches. The first leads down and takes a Perception test to spot, and heads down into the Cold Room (Room 4). The second hatch, in the ceiling, requires a Difficult (-20%) test to spot, but leads to Room 12, the Prison. If the party goes up to room 12 this way then they beat Bella, the Elf adventurer who would otherwise be trapped up there, and will have to deal with the trap there themselves - but it's simple to get out of if you already know where the trapdoor is.
Room 11 - Office - Trapped Safe
This nicely appointed room has a significant oak desk in the middle with a Gnome-sized chair behind it. A door sits in both the west and east walls, the one in the west standing open to allow a pleasant breeze access.
The main risk of this room is greed. Any kind of search will turn up a safe built into the left side of the desk, although the rest of the desk is empty - a warning that the party may or may not heed. Opening the safe will take a Difficult (-20%) Disarm Devices test. Inside are several bags - and a bar of gold.
Trapped Safe
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A Difficult (-20%) Perception test.
Disarm Method: Simply not touching the items in the safe is the smartest way to deal with, as touching them - at all - will set off a siren loud enough to make most people have quite a few regrets. It will take another Difficult (-20%) Disarm Devices test to beat it without setting off the alarm.
Sadly, the bar turns out be painted lead and the bags contain 3sp in coppers. Underneath that is a note;
The instructions were quite clear that your target is in the attic. Please leave my safe alone. Love, Guildmaster Grey.
Type: Non-Lethal
Effect: Sets off an alarm.
Perception to Spot: A Difficult (-20%) Perception test.
Disarm Method: Simply not touching the items in the safe is the smartest way to deal with, as touching them - at all - will set off a siren loud enough to make most people have quite a few regrets. It will take another Difficult (-20%) Disarm Devices test to beat it without setting off the alarm.
Sadly, the bar turns out be painted lead and the bags contain 3sp in coppers. Underneath that is a note;
The instructions were quite clear that your target is in the attic. Please leave my safe alone. Love, Guildmaster Grey.
Room 11 - Balcony
A red tiled balcony that surrounds the second floor, this is clearly used in addition to the staff room as a place where the workers relax. A set of stairs lead up to the attic.
This area is a break from the traps, although the party is likely properly paranoid by now. However, trying to climb up to the roof window results in a small Gargoyle on the roof grinning at them from the roof's ridge board - and ringing a bell. If they somehow manage to get past that little hiccup it will lead them to room 14, however.
Attic
Room 12 - Prison
This section of the attic is simple, the beams in the roof exposed, with the door to the west and the stairwell down on one side and a door to the west on the other. The main adornment to the room, however, is the metal bars in one corner, currently occupied by a dejected looking Elf.
Alternatively, if the party comes up from room 10 replace the last line with;
To the north east corner of the room there is a marble plinth with a ring on top. The trapdoor leading into this room opened behind it.
Alternatively, if the party comes up from room 10 replace the last line with;
To the north east corner of the room there is a marble plinth with a ring on top. The trapdoor leading into this room opened behind it.
The trap in this room - the prison trap - has already been sprung. The Elf, who the party will recognize as the one who ended up buying them there drinks, was caught by the trap here. An illusion of a ring on a plinth was bait.
The method to disarm the trap is simple, but also not in this room. It is in vault of room 14, along with the goal. On the other hand, if they know about the trapdoor down to room, or pass a Difficult (-20%) Perception test to spot it, to allow easy passage out.
The elf, Bella, hopes the party will be happy to free a fellow adventurer. If pressed, she'll offer a warning in the next room - the stature will react to anything they see that doesn't belong, and will turn to face anything they hear. Both avoiding there gaze and making a noise is essential.
Prison Trap
Type: Non-Lethal
Effect: Traps those who activate it.
Perception to Spot: A Difficult (-20%) Perception test.
Disarm Method: Simply not touching the plinth is the only safe way to deal with this trap - the whole thing is an illusion, and disturbing the illusion in any way will slam the prison down.
Type: Non-Lethal
Effect: Traps those who activate it.
Perception to Spot: A Difficult (-20%) Perception test.
Disarm Method: Simply not touching the plinth is the only safe way to deal with this trap - the whole thing is an illusion, and disturbing the illusion in any way will slam the prison down.
Room 13 - Statues
Six statues, each an imposing figure of physical perfection, stand on plinths around the room, there eyes eagerly gazing across the chamber.
Needless to say the statues are the trap here. On the map it is noted that each has a range which they will grab in. They will also turn towards any significant noise, as the party will likely discover shortly when they either walk in boldly or start talking in the doorway.
Prison Trap
Type: Non-Lethal
Effect: Traps those within range.
Perception to Spot: A Easy (+20%) Perception test.
Disarm Method: The statues will grab anyone close to them that they spot, and turn towards any sources of noise. A Stealth test is one way to get around them, increasing to Difficult (-20%) if moving in front of there gaze, but the simple method is to set off a nose on one side of the room and quickly move along the other. The area in front of each door is 'off limits' and won't count.
If they are spotted the statue will make a Grapple attempt (60%) to grab and hold a victim, up to two per statue. If attacked then all six statues will step off the plinths and grab each person, moving up to one person and making one grab a turn.
Type: Non-Lethal
Effect: Traps those within range.
Perception to Spot: A Easy (+20%) Perception test.
Disarm Method: The statues will grab anyone close to them that they spot, and turn towards any sources of noise. A Stealth test is one way to get around them, increasing to Difficult (-20%) if moving in front of there gaze, but the simple method is to set off a nose on one side of the room and quickly move along the other. The area in front of each door is 'off limits' and won't count.
If they are spotted the statue will make a Grapple attempt (60%) to grab and hold a victim, up to two per statue. If attacked then all six statues will step off the plinths and grab each person, moving up to one person and making one grab a turn.
Room 14 - Vault
The only exits from this rooms are the door to the west and a massive sealed vault door in the east. Two guard stand by the door.
If the party is sneaking then the guards will make a perception test to spot them. If the party simply walked in then they are spotted immediately, and the following occurs;
The guards look at each other, and the bronze bell in the corner.
If the party is sneaking then the guards will make a perception test to spot them. If the party simply walked in then they are spotted immediately, and the following occurs;
The guards look at each other, and the bronze bell in the corner.
The guards are in fact older guild members, assigned to play the role, and can be defeated in a number of ways. A Diplomacy test, with a +5% added for every 10sp in bribe money offered, is one way. Beating them within three rounds, before they can sound the bell, also works. If they've been sneaky then the part will have three bell rings before the alarm has been sounded enough times to fail the party, but the more times they were fund the faster they'll be failed.
Vault Guards
Another option is to crack the vault before the guards can raise the alarm. It requires two successful Challenging (-10%) Disarm Device tests to unlock, or the keys the guards have either via bribery or taking them of there 'unconscious' forms.
Inside the vault is one of two items - the first, if they spent any money, is the parties bill, including the drinks they would have to buy the bar. It's marked 'Full comped, with my congratulations, Guildmaster Grey.' If the party didn't spend any money then it's a voucher for 25sp each in the restaurant.
Either way, they pass the Test of Cunning.
Either way, they pass the Test of Cunning.
Room 15 - Roof - Gargoyle
The roof is simply a red clay tiled roof, guarded by a gargoyle who'll sound the alarm on anyone who climbs up. It's safe to assume that only magical of supernatural means can bypass the gargoyle, who is stationed right on top of the sole window.
Conclusion
While passing the test is the primary goal, they can also impress Guildmaster Grey, who has been observing them, with there acts - or upset them. For every five points they positive, they gain +1 reputation with the guild as a whole - but sadly the opposite holds true as well.
They gain positive influence if they;
Never sounded the alarm at all - +3
Set off the alarms less than 3 times - +1
Tipped on there bar tab - +1
Were polite to the staff - +1
Achieved the task without violence - +2
Helped Bella - +1
Never sounded the alarm at all - +3
Set off the alarms less than 3 times - +1
Tipped on there bar tab - +1
Were polite to the staff - +1
Achieved the task without violence - +2
Helped Bella - +1
They gain negative reputation with Grey if they;
Set off the alarms more than three times - -1
Attacked the staff - -3
Left there fellow Bella to rot - -1
Broke something - -2
Robbed the office safe - -2
Set off the alarms more than three times - -1
Attacked the staff - -3
Left there fellow Bella to rot - -1
Broke something - -2
Robbed the office safe - -2