A Test of Chaos - a Test of Knowledge
The Test of Knowledge starts by simply finding the unassuming shop off the central market square where the Test is set. The scene is in the beginning gives the easiest clue as to where the test is, as the shadows at noon reveal the location on the map.
Otherwise, they'll need to find another person participating in the Trial to give them the answer. Vee is the most likely to know, but also very mercenary.
Alternatively, you can allow the characters to spend luck to find the shop.
As to how the investigation will work, there are seven pieces of evidence scattered around the Great Wyrm's Horde, and three red herrings. Three pieces of correct evidence, and the right conclusion, will complete this trial. Getting it wrong will see Ured either giving a hint or removing a red herring, as needed. Points will be lost for each wrong answer.
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Table of Contents
Introduction Test of Skill - Guildmaster Green Test of Diplomacy - Guildmaster Red Test of Valour - Guildmaster White Test of Cunning - Guildmaster Grey Test of Knowledge - Guildmaster Blue - Overview - Investigation - So What Happened? - Introduction - The Scene of the Crime - The Conclusion Test of Grace - Guildmaster Violet Test of Survival - Guildmaster Black Additional Encounters Conclusion Consequences Non-Player Characters and Enemies |
So what Happened?
Almena 'killed' Azana using a pair of her gardening sheers.
She came down the chimney from Valera's room (false clue).
Attacked Azana (Clue - the Body)
Fled to the Storage room (Clue - Soot Prints) an hid the shears in the Green House (Clue -Broken Shears) and her gloves in cupboard under the stairwell (Clue - Gloves).
She then headed upstairs to the baths and cleaned up (Clue - Blood).
Once clean, she added a fake entry to Azana's diary (False Clue - Diary) and left a note suggesting Azana and Valera were having a fight in the Break Room. Finlly, she aised the alrm, 'finding' the body.
She came down the chimney from Valera's room (false clue).
Attacked Azana (Clue - the Body)
Fled to the Storage room (Clue - Soot Prints) an hid the shears in the Green House (Clue -Broken Shears) and her gloves in cupboard under the stairwell (Clue - Gloves).
She then headed upstairs to the baths and cleaned up (Clue - Blood).
Once clean, she added a fake entry to Azana's diary (False Clue - Diary) and left a note suggesting Azana and Valera were having a fight in the Break Room. Finlly, she aised the alrm, 'finding' the body.
Introduction
Somehow, the shop gives the feeling of being ancient, which seems impossible given that most of the city is still being built. The solid, wide storefront has thick glass, too cloudy and small to allow more than an outline of the items within. A large, varnished sign with seared letters reads 'The Great Wyrm's Horde' above the door.
The Party may be decide to observe the building, try to find another way in than the front door, or simply watch to see if anything or anyone comes in or out.
A quick examination finds a rear garden with a dark wood, seven foot tall fence and a heavy gate. The gate is barred from inside, making lock picking non-viable, and trying to climb the fence reveals the back garden to be beautifully maintained, a gravel garden of swirling colours with raised beds of flowers surrounding a small pond. It also reveals the garden hence is supplemented with an invisible barrier.
A simple perception check doesn't reveal much - the walls are well maintained and the visible windows don't seem to open. On a success, however, they do notice the door has a subtle pattern to it, that of a grinning dragon.
If they spend time watching the door, they'll see a frustrated party leave to try and find a challenge that can be bludgeoned more easily.
Once they head inside...
Room 1 - Shop Floor
The main room is dominated by a large glass and oak counter, with glass display cases around the side of the room. The items inside are intriguing, but the prices are best described as 'eye watering'. Behind the counter a Kobold with Sapphire Blue scales in an impressive robe watches the party. "Welcome, welcome. Are you here to shop, or to investigate?" A single door leads out of the room behind the counter.
Ideally, the party will explain they're here to investigate, at which point they'll be taken to the 'crime scene' and filled in on there task. If they're there to shop, feel free to list a variety of interesting sounding, high end magic items that the freshly minted party definitely can't afford.
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Needless to say, the place is a veritable magic fortress. Not only is the Kobold behind the counter Guildmaster Blue, arcane specialist of the Guild, but this is is both his home and his business. The protection here is first class. This will, undoubtedly, not stop some players from trying to steal an item. First, they will need to beat Ured's Perception of 85%, which will be hard.
The next problem is that the cabinets are not wood and glass but magical force. There is literally no lock to pick. Theoretically, these cabinets can be dispelled, but it's not exactly easy and it is quite noticeable.
Finally, three of the suits of armour are not, in fact, armour. They are Level 12 Clockwork Soldiers set to guard the shop. Being caught stealing or disrupting a case will result in the door being sealed by another barrier and the three beating the thief senseless.
Thankfully, Ured Malachek is also one of the guild healers, so they probably won't die. Probably.
Room 2 - Workshop
The Work Shop has several places for the creation of items of power, with a forge dominating half the wall to the north. Neat racks of tools line the other surfaces, but the most obvious thing is the fallen woman in the centre of the room. She is surrounded by mess, fallen tools, materials and soot from the forge.
Ured Malachek sighs dramatically. "This is my assistant, Azana, cruelly struck down." He gestured to the centre of the room. "Your test is to fnd out who killed my dear, sweet assistant and who has put me out by having to spend days, maybe even weeks, training another."
"Hey!" The corpse said in a quiet, muffled voice.
"This is how this will work," The kobold continued with a glance at the body, "There is evidence of this terrible crime throughout my shop. You are free to go anywhere, check everything, to find them. My two other associates, Valeria and Almena, are here and in there rooms. Feel free to interview them both. You will need three pieces of evidence and the correct answer to pass. Questions?"
The party are free to search the area, check the body or ask Ured questions.
The body is that of a young woman in neat clothing, bar a large, wide wound in her chest. The wound looks surprisingly realistic, but is actually an impressive illusion. If asked about that, Ured will point out that actually stabbing someone for a test is frowned upon, so a certain level of suspension of disbelief is needed.
Questions for Ured Malachek
Who found the body?
"The Gardener, Almena, was the one who found the body. She ran to the front of the shop to tell me as soon a she did."
Is Ured a possible suspect?
"Of course, if you can find evidence that it is me, I will be happy to accept that as an answer."
Who does Ured think is the killer?
"I wouldn't wish to influence your investigation."
Who had motive to kill Azana?
"So far as I know, no one. She had an argument with Valera, but nothing worth killing over."
If asked about the sooty foot prints
"Odd, I teleported Almena back to her room when she came here."
What's up with the ROUS King?
"Oh, you found him? He doesn't really play act, I'm afraid, but he's staying with me while he sorts a few things out. He won't hurt you, so please don't try fighting him."
The players may also have the means to interview the corpse as well, which is rather awkward since she isn't really dead. Still, Azana has been told to play along. An especially creative party might work this out and fake having the ability to speak with dead, which will also work with a successful Bluff test. For fun, she will act how she thinks a talking corpse would, with dramatic gasps and whispered words.
Azana is the one who makes the magic items here, while Ured adds his magic to enchant and enhance them.
Questions for Azana
Who killed you?
"I didn't see them. Covered in light."
How did you die?
"Light from the fire. I went to see. It attacked. Stabbed me."
Who had a reason to kill you?
"No one."
Room 3 - The Garden
The rear yard is primarily several shades of gravel, carefully arranged and swept into intricate patterns forming around some raised beds with small trees, flowers and herbs and centred on a small pond with wooden benches. A door back into the house bound with brass is one way out, and crystal building to the north is the other.
There are no additional clues out here, but Ured is sitting on the bench, waiting for them to give him an answer. Of course, the party can ask more questions if they want, but the answers will be the same as the meeting in the Workshop.
Room 4 - Break Room
This room seems to be a sitting room, with three large couches and a chair significantly lower than the others. large table with a hefty fruit bowl is in the middle, nd five lockers line one wall. The only door leads to the east.
Most of the room doesn't serve much purpose, but there is a note in Azana's locker.
Azana
You keep making messes you don't clean up. I'm sick of it. Do it again and you'll see how sick.
Valera.
You keep making messes you don't clean up. I'm sick of it. Do it again and you'll see how sick.
Valera.
Room 5 - Store Room
Racks of items and part complete items dominate this room, with boxes of raw materials leaving only small paths through the mass, primarily between the doors to the North and South.
The main clue in this room is foot prints coming from the murder scene and heading to the stairs. They are small, bare feet with a few speckles of blood. This does not match the narrative Ured mentioned, that Valera came straight to him, and the feet are definitely humanoid, not Kobold (or ROUS). They match Almena.
Room 6 - Green House
Made of thin strips of hardwood with crystal panels the heat of this chamber radiates outward as soon as its South facing door is opened, along with a powerful scent of perfumes and life. The inside is stuffed to the ceiling with dozens of strange, exotic plants
A pair of hastily hidden shears can be found hidden in the bushes, one blade still with traces of blood and the tip snapped off.
However, a secret passage leading to the ROUS King's chamber is hidden under the plants. It takes a Difficult (-10%) Perception test to find.
Room 7 - Game Room
This room is dominated by a massive oaked table surrounded by eight seats, each made of luxurious wood and deeply padded. A book case on one side is filled strange tombs, and the table is covered with intricately carved and painted models with an impressive number of dice. A notebook labeled 'The Crypt of Terrors' is in front of the largest seat. The door to the South has a large map on the back.
There are no clues here, but the idea of roleplay characters doing roleplay should amuse the party somewhat. Stealing the minis will annoy Ured, however.
Room 8 - Stair Well
The green carpeted stars rise up to the second floor, a South facing door to the next area. A small cupboard sits beneath the stairs.
A pair of gardening gloves have been hastily shoved in here, behind a box. They're not hard to find, but they are covered in blood - and too small for Valera.
Room 9 - Kitchen
An impressive, homely kitchen with a tiled floor and with side units of polished wood. A central island unit takes up much of the remaining space with a large platter of sandwiches on it, and a note inviting everyone to take one.
The sandwhiches are delicious.
2nd Floor
Room 10 - Ured's Bedchamber
A large, circular bed dominates this room, with a variety of cabinets and chests littering the area around it. The only exit is the door to the east.
There are n clues here, but the bedchambers of a Guildmaster might be of interest, and they may well suspect Ured of being the killer even now.
The chest aren't locked, and each contains an impressive treasure. This is very much a 'look, but don't touch' situation, as each shimmers with an aura of arcane force.
Touching them will result in Ured appearing in the doorway and watching to see if they try to steal anything. And marking them down if they do.
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Room 11 - Guest Room
Two neatly made up beds dominate this room, with a chest at the foot of each and a shelf. There is no evidence any of them have been used recently.
Nothing of interest here, but it's a good place for the party to talk if they don't want to do so in front of any of the suspects.
Room 12 - Almena's Room
The door to this chambers has a small sign, decorated with flowers, saying 'Almena's Room - Please knock'.
Upon Entering, read the following;
The smell of growing things and sunlight rushes out as the door opens, revealing a room with a large bed and a massive wooden cabinet. Every other surface in the room is covered with plants. even in the fireplace. A small woman in a simple dress sits cross legged on the bed, her hair stream of green and flowers.
Upon Entering, read the following;
The smell of growing things and sunlight rushes out as the door opens, revealing a room with a large bed and a massive wooden cabinet. Every other surface in the room is covered with plants. even in the fireplace. A small woman in a simple dress sits cross legged on the bed, her hair stream of green and flowers.
Almena will be a little annoyed if they simply barge in rather than knock, but otherwise is cheerful enough. She happily answers any question they might have. Below are some likely questions and answers.
Almena is the gardener, raising special herbs and plants essential for high level magical item creation.
Did she kill Azana?
"No! She was so sweet, I'd never want to hurt her."
Where were you when she was killed?
"I don't know, I'm not sure when she died. I was in the greenhouse for most of the day, and when I cam in for lunch I found Azana."
When asked bout the foot prints.
"I don't feel cold very much, so my fireplace is sealed."
If it's pointed out that Valera's feet don't match the footprints.
"Oh, I must have gotten some on my feet and gone the wrong way. It was very stressful."
When asked about the damaged shears.
"Oh no, those are my favourite pair. Do you think I can get them fixed?"
Ask about the gloves.
"Well, anyone could have bought gardening gloves, right? I think I have two or three pairs in this room alone."
If asked about the blood in the baths.
"Oh come on now, everyone loves a bath, surely? Even deranged killers, I guess."
Room 13 - Valera's Room
A heavy door has a simple sign saying 'Valera' on it.
Upon entry, read the following;
The room beyond the door is simple, plain and austere. The fireplace is ready to light, the bed is made. A red-haired woman in a violet suit sat in a chair by the bed, reading a book. She looks up as the door opens she puts the book down.
Valera is obviously frustrated with the whole situation, mostly because she feels it's a huge waste f a work day. She is learning from Ured about how to be a mage.
Did she kill Azana?
"No, of course not."
Where was she when Azana was killed?
"Studying in the garden."
If asked about the foot prints;
"Not my feet. They're too small, and I don't walk near a forge barefoot."
If asked abut the bloody gloves;
"I don't think those would even fit me, would they?"
If asked about the shears;
"Oh, I think I could men those given a bit of time. I don't know whose they are though, Almena I guess?"
When asked about the blood traces in the bath;
"Nope, not me. Look, I can use magic to clean myself, so I don't need to go to the baths. Which is great, because I hate water. I won't even drink it if I can avoid it. Long story."
Room 14 - Bath Chamber
Tiled in blues and greens, this large room contains several large porcelain tubs, a pipe suspended above each. A bench with several holes in it lines one wall with a curtain to separate it from the rest of the room.
There is dried blood in one of the baths. A slightly awkward clue, this one is a hint because of Valera's ability to use the Clean spell and her hydrophobia. She'd be able to get rid of any dirt without going near the baths.
Room 15 - Upper Stairwell
The plush carpeted leads downstairs to the south facing door, with a large glass window letting light into the stairwell.
Nothing of use here, other than a way up and down stairs.
Room 16 - Azana's Room
The bed is messily made, and it's clear the rooms inhabitant had better things to do than be neat. A drafting bench covers one wall, with several designs and models scattered across and a lamp shining light down. A bedside table with several books finished off the room.
The main item of interest is the diary by the bed. The last entry is quite clearly fake, with a poorly disguised, shaky hand meant to simulate fear, but if the party thinks to check the other entries it clearly isn't the same hand writing even taking that into account. It matches the fake note about Valera being angry if the party thinks to check.
It reads;
I'm scared. Valera is so angry with me, I'm afraid she's going to stab me in the heart, just like she said she would.
It is not especially subtle.
Secret Basement Level - The ROUS King.
The thin staircase winds down into an unlit basement. After a moment there is a click, revealing the towering form of a horse-sized rat standing on it's hindlegs, a crown perched on its head at a jaunty angle. "And what brings you to the domain of the ROUS King?"
The Lord and Master of Rodents of Unusual Size is not part of the test, and has no interest in playing along. If asked any questions he blatantly says he is not part of the test, and points out he can't actually use a blade to stab people with.
If asked, he cheerfully explains that there are plenty of people in the forest, hiding from the law or simply from advancing civilization. His creator was an insane mage who tried to make him a King of all Rats, so as to have an unlimited army and spies everywhere. It worked, too, to a point - unusually large rats obey him at least - but rats are also smart, and he managed to escape the wizard in the forest. Ured is helping him now, removing a Geas placed upon him.
Attacking the massive rat is a bad idea, since he can probably eat the party, but will instead teleport away at the first blow.
The Conclusion - False Accusation
Upon hearing the verdict, Ured sighs. "Not right, I'm afraid. Perhaps you should check the clues you found? Not every clue is a true one. Perhaps the killer tried to point you in the wrong direction?"
The Conclusion - Correct Accusation
The Kobold grins on hearing the answer. "Excellent, well deduced. Can I see your evidence and hear your reasoning?"
Aftermath
Once the correct answer is handed in, the party can continue on there quest, but depending on how they did will have some repercussions.
Each of the following will increase or decrease there reputation with Ured as indicated, and for every 5 points they manage to increase there reputation with Ured they gain +1 with the Guild as a whole.
- Reading the answer without violence - +3
- Getting all the evidence, including the false bits - +2
- Getting the answer right the first time - +2
- Getting the answer right - +1
- Complementing Ured's sweet game room - +1
- Complementing Ured's sweet horde - +2
- Getting all the evidence, including the false bits - +2
- Getting the answer right the first time - +2
- Getting the answer right - +1
- Complementing Ured's sweet game room - +1
- Complementing Ured's sweet horde - +2
- Using violence to get an answer - -4
- Attacking the ROUS king - -2
- Stealing a model - -2
- Trying to steal part of his sweet horde - -3
- Failing to reach the right answer - -3
- Attacking the ROUS king - -2
- Stealing a model - -2
- Trying to steal part of his sweet horde - -3
- Failing to reach the right answer - -3
If they have successfully completed 2 tests, then the Test of Grace should be next. If 4 have been completed then they might encounter Kell in the Test of Survival.