Avendar |
"Indeeed. We must be sure to see and speak with them, one way or another."
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Sarosha |
Sarosha tries to make friends with the children playing outside.
Oh, marbles! I used to have quite the collection when I was younger. Are you going to try for that big blue one? Are you boys living in Auntie Baldwin's home? It's nice that you have time to play, I think that's important. But chores are important too -- what chores do you do?
Diplomacy, Gather Information: 1d20 + 3 ⇒ (4) + 3 = 7
Yeah, whatever, creepy stalker lady. Can we go back to playing marbles now?
Mierin Eronaile |
Keeping the warning about profiteers in mind, Mierin tries to determine if anything seems out of place here ...
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
DM Amazing Red |
Mierin doesn't see or hear anything unusual yet. The boys look up at Dain. "Yea, she's inside." They then turn to Sarosha. "Yea, we did our chores lady. Just let us play."
The rest of you knock on the door and it opens. Auntie Baltwin appears. "Yes, can I help you?" She says glaring at the party.
Avendar |
Avendar offers a bow. "I am Avendar, swordmaster and magician, at your service. We are Pathfinders, here to deliver medical supplies and get to know you, Ms. Baltwin."
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Avendar |
Avendar eyes the flask. "Ah. Spicing up your tea, I see. Would you do me the favor of sharing?"
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Avendar |
Avendar gulps down his tea and fills up the glass from the flask, offering Auntie Baltwin a smile before sipping from the cup and handing the flask to Dain.
-Posted with Wayfinder
Cezawynna Darkwarden |
So as not to be in-polite, Cezawynna sips from the tea cup and watches the others interact with the old woman. Cezawynna is uncomfortable around children and the motherly.
Mierin Eronaile |
"I guess it is good we have brought medicine then, although I am curious as to why a normal courier was not preferred?"
Mierin Eronaile |
Yep :-) just wanted to see if the stories matched; 'cause at the moment, I can't figure out why we are still here :-)
Faeran |
Faeran bluntly asks her... "Why do you 'spice' your tea when you are supposed to be watching over these kids? Won't that make you less of a caregiver for them? What happens if someone gets hurt and you aren't able to help them?"
Sarosha |
Sarosha breaks her silence, unsatisfied that her question is not asked.
I've been through this recently, so I was taking a back seat.
Auntie, let's cut to the chase. We know you've been double-dealing. If you come clean now you may be able to keep your job. What are you doing with the extra supplies you're getting?
Bluff: 1d20 + 3 ⇒ (14) + 3 = 17
Wehndy pulls an official looking scroll out of Sarosha's backpack and waits for Sarosha to request it.
Bluff, Aid Another: 1d20 + 0 ⇒ (3) + 0 = 3
Wehndy's lack of human emotion hampers her efforts to help, however.
Cezawynna Darkwarden |
Cezawynna seems taken aback over Sarosha's sudden outburst but watches Auntie for any signs of deception...
Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16
Faeran |
"Children need supervision, yet it sounds like you are willing to let them run wild if they choose, while you sit here sipping tea and drinking. I don't call that good childrearing. Don't get me wrong, I'm not accusing you of anything, but while freedom is a good thing, it can go too far where children are concerned... Tell me 'auntie' what is it exactly you do DO for them?"
Sarosha |
If we're trying to bluff her into telling the truth, everyone can try to Aid Another -- my attempt gets +2 for each one that beats DC10. No penalty for failure.
Sarosha |
Sarosha's tone lightens.
You're being dishonest with your donors, who think they're giving life-saving medicines to your orphans. By cheating them, you risk all of them refusing to donate. What will you do then?
We will report this, but it appears you're doing good work here. I, for one, will recommend you stay, perhaps with a little more supervision.
And when you're "spicing" up your tea, remember that you are responsible for the safety of many children.
DM Amazing Red |
"I...Alright." Auntie Baltwin replies. You make your way back with your report to Olysta. She is disappointed in Baltwin but is glad that you did the job well and will take any advice into consideration. I believe that helping Guaril is the last thing to do.
This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter:
“Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.” Looking around as if to be absolutely certain no customers are browsing the aisles of knock-of Thuvian burial urns or supposed Azlanti porcelain, he begins again. “Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases.
“There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway. My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods of their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.”
Cezawynna Darkwarden |
Cezawynna enters the shop and browses through the jars of oddities curious and semi-disgusted at the same time.
"So all you need are the books and papers within the three crow crate? Sounds simple enough... what is the catch? Who are those that may have issues with Master Gelbane?"
Sarosha |
Does your friend have anyone who may have a spare key to the warehouse? We are mostly kinda sorta a little bit law-abiding Pathfinders, and it would not reflect well on the Society for us to be caught in the act of burglary.
Avendar |
feeling sick. Can't think of anything to say IC but I am still here
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DM Amazing Red |
"No catch here. Just get the books and papers for me. I can't say anyone in particular has issues with Gelbane. All out of spare keys so you'll have to figure out a way in. Just don't get caught and you'll be fine and should expect no trouble. Now off you go, you have a task to fulfill."
Sarosha |
Great. Just what I need is to be arrested for burglary on my second mission. Guess we'll just have to quick and careful.
Ready to move when everyone else is.
Mierin Eronaile |
"Well ... I guess we know what is expected then ... let's go."
DM Amazing Red |
Perched on the end of a long pier fiften feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene. The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope. The warehouse’s heavy wooden front door is locked.
1d20 ⇒ 18
Sarosha spots a key sandwiched between two rickety slats on the building near the door frame.
Sarosha |
Map?
Ooh, we may be in luck.
Glancing around her to make sure no passersby take notice, Sarosha moves out to retrieve the key, glancing into the boat as she goes.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
If she retrieves it,
Well, who wants to go first?
DM Amazing Red |
Fixed.
Darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting of the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled. All of you can take a rounds worth of actions.
Sarosha |
Sarosha and Wehndy move into the warehouse. Sarosha casts Light in the middle of the warehouse right where it says "1C", circle added and watch for any movement.
Perception Sarosha: 1d20 + 7 ⇒ (12) + 7 = 19
Perception Wehndy: 1d20 + 4 ⇒ (18) + 4 = 22
Avendar |
Avendar strides confidently in beside Sarosha and Wehndy. perception, aid Wehndy: 1d20 + 3 ⇒ (13) + 3 = 16
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