DM Deevor |
The patrons give you all a wide berth, and run when you approach. There are various shouts you hear, "Get the watch!" and "Get Bertram." Even the two tavern girls have run out the backdoor, getting away from the strangers involved in the deadly fight.
Gosh, that wasn't good rolling....
Latharel the Lost |
Knowledge Local 1d20 + 5 ⇒ (18) + 5 = 23
"Ssshh - you seem to draw a lot of attention. It's simple. A) the embassy we look for is Gillman - so expect it to be at the waterfront. Gillman can't stay out of water for long - and they dislike it. B) we are looking for an embassy - lets say this is a more imposing building - possibly 2 story - or because they are Gillman - not two storey but at least bigger as your normal building c) Rule out the harbor master and any buildings that have the sign of an inn.
Taking this together I would say it't the building over there !!"
DM Deevor |
With all the comings and goings, the disappearing patrons and such, dusk has fallen by the time Latharel uses his incisive elven knowledge, gained through being a long lived race. Indeed in the oncoming gloom you see that the embassy is shrouded in darkness, save for a couple of lights high in the roof top, small attic rooms from which the light of a candle shines. The embassy is enclosed by iron railings, 10ft high, the shaped tops of which look like spear heads and just as sharp. There is a single gate, shut, in the same style as the railings, only its top bows upward making the gates an impressive 15ft high with two guards (a gillman and human) with spears stationed by it. As you pass and peer towards the front door, another human guard is standing relaxed against a pillar, his curved sword contained in it's scabbard, he follows you as you walk past, with a disinterested air. From his vantage point 5ft up on the steps to the door, between the massive stone pillars, this could be the most impressive building in town. Closed shutters cover each of the windows on the ground and upper floor. Above the impressive doorway you can make out some sort of official crest.
DM Deevor |
The guard looks at you confused, "The Embassy? this is the Mayor's office." The gillman hearing the reply from his fellow guard speaks, "You don't mean our embassy do you?"
After a little conversation he points you in the right direction with a detailed instructions on reaching the embassy, after he has given these instructions, he continues, "If I ask my watch officer nicely, maybe I can deliver it for you?" .....
Targ Boneslicer |
Targ shakes his head, "I really appreciate your offer, but you know how the higher ups are. We have specific instructions to deliver it in person. You know that, if I'd give it to you and they found out, I'd get my head ripped off. But thank you. And yes, we are looking for the gillem's embassy."
Crar |
Crar chirps in: "Could you tell us where we can find the embassy then? We've not had much luck today." Crar, still a bit damp and bedraggled from his swim in the sea, tries his best to look friendly and sociable.
Diplomacy 1d20 + 1 ⇒ (14) + 1 = 15 on the gillman guard.
DM Deevor |
You are directed inland, along streets that are shutting down, the stores and places of work have shut down, shutters closed, people returned inside. There are a few scruffy children, playing in the road, few others walk the road, even darker alleys join to the main walkway. Despite the quietness, you don't feel the eyes of evil watching you.
You arrive at the embassy, a smaller and less ornate version of the mayor's office, it is in darkness, the only light is illuminating the entrance porch and door. The gate to the compound is closed, a sign showing that you have reached the embassy out of office hours and it will be open again tomorrow morning.
A gated and fenced compound, with a 15ft open space between fence and building. The 2 ground floor windows are shuttered 10ft up, the porch is 10ft square with steps up 5ft and a large wooden door with brass furniture. The gate is directly adjacent to the main street. 3 first floor windows are darkened, but not shuttered. There is a darkened alley to the west of the building, adjacent to the fence, topped with serpent headed metal ornaments.
DM Deevor |
Oh no! don't tell me you're not gonna attempt some covert operations. Having spent all this time finding it....
DM Deevor |
Where you laying low? The part of town with the embassy gets quieter as the evening wears on....
Crar |
Hmm. Good question. Perhaps we could go down towards the harbour, perhaps there are still some ship captains going about that we could negotiate a ship for the return trip to Kortos. Or, if there is another tavern in the harbour district, we could go there to speak to propective captains. And hope that our reputation doesn't precede us.
DM Deevor |
The next morning before the group leave Escadar, they return to the gillman embassy. They find the Low Azlanti there completely unaware of the activities of the bar woman and her allies, and somewhat put off by any accusations made against them. However, between Crar and Latharel, you are able to be diplomatic and are able to speak with the the gillman ambassador without offending him. The Low Azlanti ambassador accepts Gloriana Morilla’s letter, though when he opens it, he simply smirks to
himself and shakes his head at a silent joke he doesn’t
share. Unable to pursue any further leads, you return by boat to Absalom.
Although the Society is disappointed by the loss of the relic and not recognizing the duplicity of the Aspis Consortium, something the Society learns from. You are still treated to a warm welcome by Drandle Dreng, upon your return to the Grand Lodge, but Drandle Dreng admits that it wasn’t just the group who were duped. He says that the Decemvirate is not pleased, but places the blame more on himself than on you. Dreng warns you that the Aspis Consortium is the greatest threat to the Pathfinder Society and that they should be ever vigilant against the organization in their ongoing careers.