Zlata |
Zlata visibly flinches at Baltwin's response, and feels a blush of shame when the woman heals her friend. "I... I'm sorry," she says, staring at her own feet to avoid meeting the eyes of either the woman or her own companions. "It's just... well, my village once took in some deserters from Belkzen. When it was their turn to look after the younger children, they spent the day drinking, and..." she trails off.
Zlata's not bluffing here or anything, but OOC I'm also hoping it'll give someone with points in Stealth a chance to take a look around without either Baltwin or (the Lawful Good) Zlata noticing...
Aeris Calistrel |
Aeris looks at Zlata in surprise, having never heard this story, or any other quite so pointlessly sad.
Aeris already tried to sneak in and got caught, so he's not inclined to try it again. Not sure what our best way of figuring things out is at this point.
Arcana Accipitridae |
"Okay, everyone calm down. Thank you, miss Baltwin. Aeris there let me get injured, he's jealous cuz my wings are bigger." Her wings flutter nosily. "Could I see the sick children? I've found they tend to be amazed by my wings, it might make them feel better."
Insidion |
Insidion stands with a slightly bemused look on his face.
Not sure how to add to the fun, are you, teifling?
Lord Zekk |
Diplomacy roll to let her allow you to see the children. The other may aid. I know this is a bit of tough one since it's more situational and you don't have the liberty of just attacking her. She like to be complimented and doesn't want you to know what going on. Excuses to get away with a good bluff check will allow you to search the house and talk to the children. You''ve already discovered one of her mis deeds. An intimidate check along with the threat that you will have her medical supplies cut off is another way to get access.
"Oh the children you know are usually resting at this time, the poor little things. I wouldn't want to disturb them, but you seem so excited to see them. I'm not sure."
Insidion |
"I'm sure they would like some visitors, the poor little orphans," Insidion suggests.
"I'm guessing they don't have many people come through here. Luckily they have you for a good role model."
diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16
Good job Insidion...I think you sold that rubbish pretty well.
Aeris Calistrel |
As Auntie Baltwin leads the group away, Aeris hangs back, hoping to go unnoticed so he can explore a bit.
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Zlata |
Zlata follows Auntie Baltwin upstairs. When they find the children, she stays back slightly, attempting to discern any signs of mistreatment.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Heal: 1d20 + 5 ⇒ (13) + 5 = 18
Arcana Accipitridae |
Arcana takes the woman's arm. "Wonderful! So, how many children are here for healing and how many live here permanently? You used magic to heal me, are you a cleric of some sort or a druid or somethin'?"
Diplomacy if needed: 1d20 - 2 ⇒ (18) - 2 = 16
Lord Zekk |
Sorry for the delay in posting.
She leads you all up the stairs. There are 5 large different rooms upstairs. One room is for Auntie Baltwin while the other 4 are for the children. Lets call them B, C, D & E. The main group has been lead to Room E.
Insideon and Arana chat with Auntie Baltwin as she leads them into the room. There are six single beds in the large room of which five are occupied by ill children. She replies to Arcana, "No, no dear I'm just good with children and taking care of them. I was the eldest of many children you see and our parents died when the others were still young. I've dealt with so many cuts and scrapes and other illnesses, but I cannot work without the medicines."
You can talk to the children in the room. Zlata, Insideon and Arcana can make a sense motive check.
Lord Zekk |
The little girl lets out a cough and then looks up at the Paladin. You notice the girl look at you and then glance at Auntie Baltwin before replying.
"My name is Naiyra. It's nice to meet you. I'm not feeling very well, but Auntie Baltwin has been taking care of me."
Zlata you believe she is telling you the truth, but she is a little concerned about answering questions in front of Anti Baltwin.
Diplomacy rolls if you talk to children.
Insidion |
Insidion smiles at one of the children.
"You like it here, little girl?" he asks. Unfortunately, it appears the child is a boy.
diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
Aeris Calistrel |
Aeris makes his quietly into one of the other rooms upstairs, looking for a chance to talk to them without Auntie Baltwin around. He'll start with a room next to Auntie Baltwin's, thinking he'll head to her room if there's time.
Once he's in the kids' room, he says quietly to the children, "Hi, kids. My name is Aeris, and I'm a Pathfinder. I'm here visiting Auntie Baltwin, and she seemed to be acting a little strange today. I wanted to ask you if everything is all right here, if you think there's anything wrong with her, and if she treats you all okay, things like that."
Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18
Lord Zekk |
The children look a little afraid when the stranger enters their room but the combination of his angelic presence and learning that he is a pathfinder is very exciting.
"Oh sir! A real pathfinder!" one of the girls exclaims.
A skeptical looking boy adds, "If you're a real pathfinder, where's your wayfinder?"
"Stop being rude, Jimmy." the second girl, who is clearly the eldest and apparently a bit bossy adds. She also seems to be from a more wealthy family, and is used to giving orders to servants. "Pathfinders don't lie you know. And if you pretend to be a pathfinder and you're caught the punishment is terrible. My uncle is a pathfinder you know." she continues to ramble on before finally saying. "Well Auntie Baltwin is a very nice lady my step mummy says. My daddy pays a lot of money for me to come here for my treatment. And there are so many activties. We make clothes and toys and other things. Though Auntie Baltwin says we can't keep them. They go to some other children for charity! Stupid poor children."
Aeris, one more diplomacy roll to learn another piece of information.
The boy looks at Insideon slightly terrified and exclaims, "What are you?" and before he can get an answer he hides under the covers.
Nice work scaring the kid :P
Aeris Calistrel |
Aeris is a bit confused by the rush of answers and responds somewhat brusquely, "Wait a minute, I thought all the kids here were orphans? How do you have a mummy and a daddy?" He considers what he's heard a moment, then adds, "And she has you make stuff that you don't get to keep? Like she has you working for her?"
Diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5
Insidion |
Insidion watches the boy hide under the covers and hopes no one else noticed.
Heh...I actually have a +3 diplomacy, but Insidion doesn't seem like he would do well with kids. I'm RPing my diplomacy down on this one...
Aeris Calistrel |
Aeris shrugs in frustration, watching the children dart out the door. Charming little kids is definitely not my strong suit, but I’ve learned something at least.
He then slips out into the hall and into Auntie Baltwin’s room where he looks around for anything informative, particularly documents that might explain what the kids were talking about when they said she has them make toys and other things. Is she using sick kids as child labor? And if this is an orphanage, why were the kids talking about their families?
Arcana Accipitridae |
I think we're just buying time for Aeris to explore? Can't do a lot with auntie here. I'll move into one of the other children's rooms.
Arcana moves into one of the other rooms and sits on the edge of one of the children's beds. "Hello little one. I'm Arcana, I'm with the Pathfinders, they sent us to check on you guys. What's your name? What are you in here for?"
Diplo: 1d20 - 2 ⇒ (6) - 2 = 4
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Sense motive: 1d20 + 8 ⇒ (11) + 8 = 19
Zlata |
Zlata continues to engage Naiyra in conversation, mostly keeping it casual but noting anything the child says about Auntie Baltwin, her illness, and so on.
Diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15
At the same time, she watches Baltwin herself, to see if the woman reacts to anything the child says.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Insidion |
Insidion excuses himself from Auntie Baltwin and speaks in a low whisper to the others still with him.
"Our mission was to deliver the goods and get a feel for this place, which I think we have done. We can report back that something doesn't feel right. What more can we do?"
Lord Zekk |
Aeris exits the children's room but as he does he finds Arcana in the hallway heading towards another room. What's worse is Auntie Baltwin is in pursuit of her yelling, "Hey, Where do you think you're going? You can roam around unsupervised! I want you all gone! "
From the corner of her eye she notices the Paladin speaking to one of the children and she quickly turns on her while Arcana begins to converse with a child in the next room. "Okay you lot time to leave. You're stirring up all kinds of disturbances and the children need there rest. Out with us now before I'm forced to call the town guard."
Thats all the distraction the aasimar needs just making it into Baltwin's room as she steps into the hall.
Give me 3 perception checks and tell me where and what you look for. You feel a sense of urgency.
Aeris Calistrel |
He peers out into the hall, and when the coast is clear he moves to the top of the stairs and stands still, looking around as if wondering where everyone has gone.
Perception on closet: 1d20 + 7 ⇒ (10) + 7 = 17
Perception on bed: 1d20 + 7 ⇒ (6) + 7 = 13
Perception on desk: 1d20 + 7 ⇒ (13) + 7 = 20
Insidion |
"This is becoming more trouble than it's worth. We've already accomplished our task...let's report back," Insidion suggests under his breath.
Lord Zekk |
Let me know what you want to do next.
Lady Baltwin leads the three pathfinders to the closest exit, the one at the back leading into the garden and says, "Begone with you!" then suddenly realises, "Hey weren't there four of you when you came in. Where's that last one?" She slams the door shut and starts to head towards the staircase intent on searching the house for the missing pathfinder.
You can also hearing all the yelling and screaming since the window to the room you're in is pretty close to the back door to the garden exit.
You guys have done a really good job of resolving this one peacefully.
Aeris Calistrel |
Aeris mutters, "Oh $#!t, I have to get out of here." He takes a last quick skim of the journal, then puts it back where he found it. Hearing the door slam and the noise from the garden, he hustles over to the window and opens it enough to climb through. He climbs out, stepping onto any available ledge and closing the window if possible before lowering himself as much as he can and dropping to the ground.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Climb: 1d20 + 2 ⇒ (14) + 2 = 16
Aeris can be seen climbing awkwardly out a second-story window above the door Auntie Baltwin just slammed, then lowering himself partway and half-climbing, half-falling to the ground. "Sheesh, it's like I'm trying to elope with her daughter!" he says, picking himself up and hurrying to join his companions. "Let's get out of here, I found out a few interesting things!"
Gang - I'm waiting on the result of one Perception check, but feel free to read back through the spoilers, Aeris will tell the whole tale.
Lord Zekk |
Aeris climbs down safely to join his companions. On perusing the journal you discover that it is an accounting record of her income. It becomes apparent to your group that Auntie Baltwin has been selling medicines on the side and sending children to work for people in the city. You also discover that she has been charging people exorbitant and varying rates for caring for sick children in the city. You had also discovered that she is an alcoholic who frequently drinks on the job.
Good job everyone, looked like you were going to have to fight her in the beginning but you found a way through.
You report what you have learned to Ollysta Zadrian. She is shocked at what you have discovered. "I never thought it would be so bad. You have done well. We shall deal with Auntie Baltwin." You see the righteous rage building up inside the Paladin, suddenly making you aware of deadly Paladin that lies below the surface of the seemingly sweet Venture Captain.
---------------------------------------------------------------------
Once dismissed you head off to for your next task and meet with Amenopheus, the Sapphire Sage. He introduces himself, “Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.
“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”
The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.
Insidion |
As the group moves toward the basement and the vault located therein, Insidion relates to his companions his inclination that the group is being followed or observed.
"Perhaps it is just the Society making sure we don't screw something up...but I can't be certain."
Aren't you glad you're done with the orphans, Insidion? That was a huge drag.
Aeris Calistrel |
Aeris nods in acknowledgment of Insidion’s warning, slipping his bow casually off his shoulder as he walks and pretending to examine the string. ”It seems silly for the Society to trail us. If they’re worried we’ll screw something up, they could just send whoever’s on our tail. Why send two teams?”
Lord Zekk |
Amenopheus does not look up from his book but instead waves you away with a hand, clearly not interested in indulging your curiosities.
A servant brings the group back through the spacious estate, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plai n wooden door. The servant opens the door, gesturing to the room with a bow.
A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.
Insidion |
"It appears to be a puzzle of some sort," Insidion muses. "Find the key, open the right chest, get out..."
He walks over to the glass jar full of liquid and examines it carefully.
perception: 1d20 + 3 ⇒ (14) + 3 = 17
Insidion |
While the others examine the basket, Insidion continues looking at the jar of liquid.
"I'm not fond of putting my hand in unidentified liquids," he murmurs. After searching his pack, he pulls out a fish hook and some string, then attempts to use them to retrieve the key.
Aeris Calistrel |
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Aeris says, ”Be careful, there’s a snake in the basket. But there’s also a key, which we probably need. Hmmm.”
He mutters something under his breath, then holds the cover on the basket down tightly and picks up the basket, saying, ”Stand back, everyone.” He hurls the basket at the wall, hoping to stun the snake and scatter the basket’s contents across the floor, so he can pick up the key without getting too close to the viper’s bite.
Use bit of luck ability (1/6 uses today), in case there are any saving throws or other rolls associated with this action.
Zlata |
"Aww, poor thing!" As the snake hits the wall, Zlata steps forward and grabs the snake, grasping it behind the head so that it can't bite her.
Grapple: 1d20 + 4 ⇒ (15) + 4 = 19
"Such a cute little guy!" Once Aeris has the key, she picks up the basket with her other hand and returns the snake to it gently.
Aeris Calistrel |
Aeris follows Insidion's suggestion and tries the key on the wooden chest.
I was waiting for the results too, but perhaps we hadn't actually declared what were were doing. Now I have.