Venture Teller Play b'Post |
Can we loot the place? Or is that an "evil deed"?
Sorry almost missed this as I was in a rush to get to a PFS table last night. :) Pathfinders should not steal from other Pathfinders, however the guards out front had some coins they are no longer needing.
Skelg was right, Ulfens in the docks do stick out, nearly half the people asked say "check at the docks." Since the pathfinders were heading there already, it does not take long to get some solid leads. After about an hour investigating Fisbin recollects a conversation with a gnomish fisherman. "Oh Yes. The harbormaster can check his records for any Ulfen ships recently docked," said the young man with sunburned face. Ignatious nods. A skinny dock manager told him "a bunch of 'em recently rented one 'o Tullo Baltias' warehouses.
Ignatious the Seeker of Flame |
"And if someone wanted to find said warehouse, where might they look my friend?"
Venture Teller Play b'Post |
Tullo 'as a lot of warehouses. I would ask him. He'll include directions.
Venture Teller Play b'Post |
Meeting with the harbor master is not as difficult as it might be in a city of this size. Numerous aids run writs back and forth to the docks, registering the arrivals and departures of one of the busiest ports in the world. When he does have time for you, shown into a small office with rows and shelves and piles of records. A tall man with graying hair says Hello citizen, what can I help you with?
I need a diplomacy check for Fisbin et al at the harbormasters.
meanwhile...
Land owner Tullo Baltios has a small but tidy shop not far from the docks. He looks up from his ledger as potential customers come in. Welcome to Baltios Properties, I have quite a few openings now if you need.
I need a diplomacy check for Ignatious et al. There is no need to separate the party to do these, but it is ok if you do as well. :)
Maps |
Greetings. Maps says to the harbor master with what he hopes is a friendly nod. We need to find a certain ship. My companion Fisbin here has the details.
Aid another for Diplomacy 1d20 - 2 ⇒ (19) - 2 = 17
Ignatious the Seeker of Flame |
"Well, hello, Master Clerk Baltios. I'm Father Ignatious, servant of the Dawn's Flower and Pahfinder. We seek a group of Ulfen warriors, crew to a mighty vessel we are told taking lodgings in one of your warehouses. Can you help us to find the. The Leader is named Beinherr, though as we commonly do, he may have given another name. I also understand that this, " sliding over 10 GP, "is the proverbial "coin of the realm"".
Ignatious the Seeker of Flame |
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Venture Teller Play b'Post |
The harbormaster is only willing to entertain the question after the coins are offered. Baltias is less discerning, but takes the money as well. Both offer the same answer: "Bengeirr Haldyrsson rented the warehouse across from the Rosy Fingers Tavern." They include directions and an address.
Only one bribe needed, and you have enough coins from the guards that no one needs to cross anything off their sheets. Sorry if that made it confusing, but wanted to keep y'all's options open.
The warehouse across from the Rosy Fingers Tavern is built right on the docks, part of out extending over the water. The building is thirty feet tall with no visible windows. On the landward side is a pair of large cargo doors with a smaller door built into the right one. Piers run along either side of the building and on the seaward side is a massive set of doors able to accommodate a small ship.
The street is busy, with several taverns among the warehouses. Most of the warehouses have sentries in front of them, and the ships at the docks are similarly guarded. A north-lander warrior with an axe resting in his lap sits on a small pile of crates across from the warehouse, obviously keeping watch on the main door.
Ignatious the Seeker of Flame |
I'll simply walk up to the man, unthreateningly, and try to strike up a conversation.
"Excuse me, my friend. How are you doing. I was concidering renting out the building over there and wondering what your opinion of the area was? Is it pretty safe? Is the owner a pretty good guy? Things like that. What do ya think?"
If needed, a bluff check, though I'm not really trying to accomplish anything as much as just see if this is the right place to be and what sort of security they might have in the area.
Bluff: 1d20 + 3 ⇒ (7) + 3 = 10
and a very terrible Perception check with it.
Aram Barong |
As if possessed, Aram shoves Ignatious out of the way.
"Hey! Hey! Hey! My friend is too modest! We're gonna fill one of these warehouses with my own invention: little cubes that cast a continual 'burning hands' spell! Warm your entire home! Revolutionize indoor heating! We just need to know if this is a proper area for one of my genius to set up his business; we need to know things like what my friend here just asked!"
I'm going to use my bloodline power to add a +5 to my bluff roll. I can aid Ignatious.
1d20 + 13 ⇒ (12) + 13 = 25
Venture Teller Play b'Post |
"You want to throw fire around continually in a ship? The man is not sure if he is impressed or frightened. He has spent many a cold night sailing though, so maybe it is a good idea. Uh. Yeah, the boss arranged everything, but I guess it is good as these buildings go. We don't have any with a ship inside them back home.
Maps |
While his companions are distracting the guard, Maps will sneak over to the warehouse and attempt to find a window or crack in the wall to look inside.
Stealth 1d20 + 8 ⇒ (11) + 8 = 19
Aram Barong |
Noticing Maps' attemps at stealh, Aram continues wildly gesticulating, now going on about chamber pots with small portals to the void of space. In between the stammered, confused comments of the guard, Aram thinks to himself:
What am I doing? I feel like I can tell this guy anything and he'll believe me. I'm starting to scare myself.
Aram Barong |
Try telling him there's an ooze infestation and you came here to exterminate them, payment due. :)
That might be difficult, since I've already cast myself as a crazy merchant :)
Venture Teller Play b'Post |
While his companions are distracting the guard, Maps will sneak over to the warehouse and attempt to find a window or crack in the wall to look inside.
Stealth 1d20+8
perception: 1d20 + 2 ⇒ (12) + 2 = 14 the guard continues talking with the crazed merchant as the quiet, tattooed man makes his way up to the window.
windows are on the north (facing the guard) east or west, choose one, or I will choose one randomly tomorrow. Sorry for the slow post: site was down while I was at the comp today :(Venture Teller Play b'Post |
The guard continues his conversation with the fascinating merchant "Chamber pots? You don't say. Pots that empty themselves? We don't have those back home either."
After slipping through the crowds (it is still mid-day) Maps peers into the window.
Maps:
Venture Teller Play b'Post |
That certainly sounds incredible. I am not much of a fan of this city but you certainly have some big ideas," says the guard while keeping an eye on the warehouse.
Venture Teller Play b'Post |
the door is too far away to tell if it is locked or not. The walls ar climbable, though doing so stealthily is the trickier part, guards on the inside & one out.
Climbing the wall:
, opposed stealth. The sky lights are covered in oiled paper (to keep the rain out) they also have bars over them. Nothing is immediately visible.
Passers by pick up a little, as dock workers & others stop in the Rosy Fingers got th1 lunch hour.
Maps |
Moving towards the end of the pier, Maps takes out a bomb and throws it at the large doors that open to the ship. Once done, he'll move back to the window too see the reaction of the guards.
I don't want to burn the place down, so I'll try to aim for damp wood. My intent is to start a small smoking fire at the doors to distract the guards inside.
Throw bomb 1d20 + 5 ⇒ (16) + 5 = 21
Aram Barong |
That certainly sounds incredible. I am not much of a fan of this city but you certainly have some big ideas," says the guard while keeping an eye on the warehouse.
Afraid that the guard is going to see maps sneaking around, Aram grabs the guard and spins him toward the harbour with one arm around his shoulders.
"That's not all! Just picture it! Ships with self-contained 'lighting bolt' spells at the back for propulsion! Cross the entire inner sea in just six hours!"
Venture Teller Play b'Post |
The guard turns to the harbor when the bomb explodes. "Excuse me, I have work to do." He runs to the west side of the warehouse looking down the empty dock, then crosses to the east side, looking down there as well. People in the street have stopped at the noise, many pointing toward the sound.
Meanwhile, inside the warehouse:
perception outside guard: 1d20 + 1 ⇒ (11) + 1 = 12
perception inside guard: 1d20 + 1 ⇒ (14) + 1 = 15 maps if you are still trying to hide, make a stealth check.
Aram Barong |
Aram is infuriated by the guard suddenly dismissing him, despite his more pressing matters. The dark shadow once again passes over his face.
"You dare walk away from me!?! I'll...I'll..." Aram wobbles, falling against Ignatious and holding his head. "That feeling again...gods, what could it be?"
Strat Spineshank |
Strat watches as Aram wobbles. He's figured out enought that something is going on, but what he can't fathom. And where's Maps? Figuring Ignatious can handle Aram, Strat moves instead to keep the crowd back. In case he's wrong and Aram is sick. Hopefully not with what infected Skelg.
"All right everyone, back up. Sick man here, give him some room and keep going. Barlor, see what that sound was so the guard doesn't have to leave his post."
Intimidate on the crowd: 1d20 + 4 ⇒ (12) + 4 = 16
Barlor |
"I can clean up whatever mess these sloppy shoremen have stirred up this time. Dontchya goin' worryin'."
Barlor heads off in the direction of the sound.
Venture Teller Play b'Post |
The guard seeing nothing down either pier (the warehouse having a pier along both sides) returns to the front of the building and confers with someone through the front door. He watches the crowd with practiced eyes. Something must have dawned on him, as he looks at the exuberant merchant repeatedly.
The crowd moves away from the fearsome Cleric of Sarenrae as the dwarf moves down the nearest dock (W side of the warehouse). Through its windows he can see a ship. The dock is 20 feet or so longer than the warehouse allowing him to look back at the massive doors which allow a ship to enter. A scorched spot still smokes on one of the doors. an alchemical explosion scorched the door, though it was not enough to burn the wet wood.
Venture Teller Play b'Post |
short of going inside, their is little information to be gained. You canreturn to the party & get them up to speed or you can try & get inside to get more info (though I suppose their other options than what I have :)
The guard moves to door & takes up his position.
Maps |
Maps makes his way back to his companions and draws them out of sight from the guard.
Ship inside. Two more guards. At least one more person upstairs. I think we can take them. Might be able to slip inside through a window on the shipward side if we can take care of the man on the street.
Ignatious the Seeker of Flame |
I have a whole post ready to go when I get off work, but the site went down. Good thing I copied it before I hit Post.
Aram Barong |
"Sure could use a wizard type to get that'n on our side."
Aram, recovering, addresses Barlor:
"And what do you think I am? And 'that'n'? You mean the guard?"
Ignatious the Seeker of Flame |
"I think we should simply have Aram use his bloodmagic on the guard in the street. Put him to sleep, or something along those lines, and then breech the warehouse. Are we certain that this is the right one? Once inside, we needn't worry so much about civilians and the Watch seeing us do anything. "
"It is extremely important, though, that we not kill these warriors. We need to find the Lantern, and we will need to question them, as well as find out why they have done what they have. I'm also sure that the Society may want some information from them. We also need to see if we can rescue Thomas, and these Ulfen warriors are our only chance at doing any of this. Nonfatal attacks as much as you can."
Barlor |
"Thought you was just a mouth full o' words."
Barlor responds frankly.
"Course I meant the guard."
Turning to Ignatius, "Only needa keep one. But I can see about goin' easy I 'spose."
Venture Teller Play b'Post |
The warehouse to help you plan. Something Maps is able to describe to everyone. Building at the top is the Rosy Fingers Tavern.