With some additional gold in the caravan's coffers and your supplies replenished, you head back out onto the road the following day, headed for the small settlement of Wolf's Ear, just a day's travel away.
1d100 ⇒ 12
The day's travel is uneventful, and you reach Wolf's Ear on schedule. It's a small town, and although used to traders and travelers, most of the locals give you the hairy eye when you arrive. It doesn't seem to be personal - you just get the impression they don't care for strangers all that much. The town's central point is a large, and apparently fairly new, temple to Erastil, and you notice what seems like an unusually large number of bow-carrying holy warriors on the streets.
The boat comes free, dropping down to the water below. With a look over his shoulder, the man glares daggers at Eleuterio, but turns away again and prepares to jump into the vessel.
Up on the sterncastle, the remaining crossbowman - caught between Chum and Evril - drops his weapon and draws his sword, stabbing toward the druid and his magic club.
Short sword attack: 1d20 + 2 ⇒ (4) + 2 = 6, damage 1d6 + 1 ⇒ (5) + 1 = 6, miss chance 1d100 ⇒ 24.
The sailors continue to demonstrate their keen grasp of swordplay, however, and Chum just watches the stab go past.
For a moment, the fog clears, and up on the foredeck, you can all see Sandara and Crimson Cog fighting back to back, several fallen sailors around them and four more falling away, bleeding from several wounds. Cogward fights with a severe, intense expression, while Sandara is grinning like a madwoman as her rapier flashes in the morning sunlight. Then the fog closes again, leaving you with your foes.
You're up. Map's updated as well.
"Very well," Raheem nods, seeming pleased. "I will see to it that suitable arrangements are made for each of you. In the meantime, allow to provide you with the resources I can to begin your search. First, I have this," he says, producing a folded sheet of parchment. "It is a writ granting you the authority to investigate this matter in my name. I ask that you use it sparingly, so as not to alert our foe, but do not hesitate when it seems called for. In truth, the authority grants grants is limited - it makes clear that you are seeking the aid of those loyal to the thakur on a mission in his name, but individual cooperation is not guaranteed, and subtlety dictates that additional.. 'force' be carefully rationed. Come to me, should you need it, and I will do what I can. Otherwise, I ask that you do not report to anyone to me, for what I imagine should be obvious reasons."
He hands over the writ, then continues. "Beyond the writ, I can only point you in the direction of those who may know that which will start you on the right path: Prince Kanvar, a great student of Vudrani history; Lord Mahindra, an infamous rumormonger; Pravezak, the thakur’s spiritual counselor; and Varunasi, a high-caste merchant well acquainted with current regional politics. All should be willing to speak to you at my request."
Round Eight, cont.
The man on the deck actively twists and turns, trying to avoid Eleuterio's touch as though avoiding a plague-carrier. Touch attack for Eleu: 1d20 + 5 ⇒ (14) + 5 = 19, miss chance 1d100 ⇒ 40. The man screams when the paladin touches him, and although his wounds close slightly, he still scrambles back away from Eleuterio as though in fear of his life. The other sailor looks as though he might draw his own blade and attack as well, but at the last moment turns and scrabbles for the knots once more.
Profession (sailor): 1d20 + 2 ⇒ (19) + 2 = 21. Also, to clarify, as written the action doesn't provoke an AoO, but it doesn't say it doesn't, either - defaulting to the "usually" in the core rules means Artevious can take AoOs, although he hasn't hit with any yet. He has to crit and roll really well to keep the man from launching the boat, but I'll pause in case he manages it, just in case.
Raheem shakes his head. "An early divination, when Danava first began his reign of terror. Useless now, I'm afraid, but it came to mind when I heard of Danava's death and your roles in it."
He turns his attention to the rest of the group. "Prashant's tale is yet another example of the horrors the Ebon Destroyers inflict on their victims; only his escape make it at all unusual. You see why they must be stopped.
"I ask you then - name your price. If it is gold you seek, there is gold to be had. Some of you, I think," - and he nods slightly in Tania's direction - "may wish favors instead, and that can likely be arranged as well. So tell me what you desire, and we will have our bargain."
FYI, Chum, there's a +1 enhancement bonus to your damage with the club as well, so you should be doing 2d6+1. I've been taking it into account, but I don't want you to forget.
Chum continues his impressive slaughter, driving the crossbowman to a bloody and unconscious heap on the deck. Evril's stab at the last crossbowman is less effective, however, as what seemed like a well-aimed thrust goes just barely awry in the swirling fog.
Below on the main deck, Artevious proves his rapier is almost as effective as Chum's club, doing in two strikes what Chum accomplished in one: bleeding badly and unable to stand, the sailor who stabbed at Eleuterio gives up his attempt to flee, hurling aside his blade and collapsing next his already-prone comrade. Only one sailor is still trying to make his escape on the jolly boat.
Eleuterio still to go. There are only two visible foes at the moment: one in Q4 and the other in X5. Neither is wounded.
Are there trade goods of different kinds available in different towns? Or is everything 10 gp and product is up to the imagination?
It's all handwaved - you can describe it however you like. The presumption is that there is some difference in what's available in any given community, because you can't resell what you bought in the same place - you have to travel to a different town to sell it - but otherwise, it's up to you what you want to call it.
The two men rush forward, one attacking Oscar and the other Kassandra.
Charging morningstar attack on Oscar: 1d20 + 7 ⇒ (3) + 7 = 10, damage 1d8 + 2 ⇒ (2) + 2 = 4.
Kassandra sidesteps away from the blow, and Oscar has no difficulty deflecting his attacker's wild swing. He responds in kind, delivering a bone-shattering crack that forces the other man back, staggering for a moment before he can recover himself. Shiv's attempt to take advantage of the man's distraction is negated by his flailing shield; the rogue can't find a way past it despite the opening.
And everyone except Shiv and Oscar, who have just acted, can go now.
Raheem nods at Prashant's words. "I will do so when the time is fit," he replies. Turning to Nesipho, Tania and Breccia, he says, "By all reports, you are too humble; Captain Danava had a fearsome and well-deserved reputation, and the ease with which you defeated him and his crew is truly remarkable." He gestures to a servant, who approaches, head bowed, with a tray filled with steaming cups of tea, candied fruits, and other delicacies. As the refreshments are passed around, Raheem continues, "It is for that reason that I have asked you here today, in fact. Two weeks ago, a favorite cousin of thakur Kharswan disappeared suddenly. With the help of divination magic, his corpse was eventually found, bearing ritual sacrificial markings. Have you heard of the cult of Dhalavei? Do not be surprised if you have not - they are a secretive and repugnant lot, even here in our own lands. Dhalavei is a goddess worshipped only by a few wretched and bloodthirsty fools in Vudra; her province is that of silent internal rot, and the cultists display their faith by corrupting and destroying from within. Ofttimes, the cultists, who call themselves the 'Ebon Destroyers,' join caravans, sometimes in several small groups to allay suspicion, waiting until they befriend the travelers and gain their trust. In the dark of night, at prearranged places, they strike using sacrificial blades or their bare hands to stealthily and systematically murder their victims. Aferwards, the Ebon Destroyers dispose of the bodies, making entire caravans disappear without a trace.
"Worship of Dhalavei is viewed as horrific by all people of good worth, but few rajas or thakurs in Vudra itself are willing to risk the cult's wrath by prohibiting it outright. Fortunately, our mighty thakur is not so weak as these. Incensed at the attack on his family, thakur Kharswan called on the Maurya-Rahm and demanded that we outlaw the cult and prohibit the worship of Dhalavei. Many of his advisors warned that the killing was a calculated measure to observe the thakur’s response, and that such a drastic reaction might be unwise. Mighty Kharswan would not relent, however, and the ban on worship of Dhalavei was handed down.
"That very night the thakur received a death threat from the forbidden cult." Raheem pauses, looking grave. "We have sought out these vile corruptors time and again over the last two weeks, and have found nothing. I have come to suspect that there are informants within the ranks of our guard, or even within the Palace itself. If I am right, we will continue to have no success while we use local forces.
"That is why I now turn to you. What I have learned, although most still do not know it, is that Captain Danava was a Dhalavei cultist, and some of his power likely came from the efforts of the priests who worship the Unsuspecting Rot. As you destroyed him, and as you are outsiders with no connections to our island, I feel I can - and I must - trust you. I offer you both gold and the gratitude of Jalmeray in exchange for this: the destruction of the Ebon Destroyers in our nation. What say you?"
Knowledge (religion), DC 20:
Stories describe Dhalavei as a shapely, three-headed woman with ebon-black skin and unbound blueblack hair. Each of her two arms branches at the elbow into six forearms, in which she holds a temple sword, a noose, a black glass orb, and a sealed scroll. One hand shows a symmetric symbol on the palm, while her last hand is outstretched in a mystic gesture.
As all colors vanish in shadow and darkness, so do all forms and things vanish in Dhalavei’s shadow. Her faithful claim that she holds the hidden comprehension of the unmaking of all things, and that she awaits the time when her cult is perfectly positioned to unleash her final destruction. She relishes well-planned espionage that leads to the devastation of enemies, the sowing of discord that breaks families, and secret political corruption that topples empires.
Frequently outlawed, Dhalavei’s cultists work in clandestine groups and sacrifice their enemies and other intelligent beings to their dark goddess. The new moon is a propitious time for sacrifices to Dhalavei, as her cult claims that she then actively strips the light from the night sky. Eclipses are especially sacred events to Dhalavei’s faithful.
Dhalavei's holy symbol is six arms extending out from a central starburst, each bent at the elbow to grasp the elbow of the next arm. Her favored weapon is the temple sword, her alignment is lawful evil, and her domains are Destruction, Evil, Knowledge, Law and Trickery.
Shalelu seems more taken with the artwork on the front of the fan, the gecko walking along the cherry branch, than with the map or its possible connection to Sandpoint, but she is nonetheless very pleased with the gift.
Which means you can roll Diplomacy now if you want, against a DC equal to your current Relationship Score with her - success means your score increases by +1.
Does anyone want to roll for Ameiko and Sandru as traders as well? And then decide how many stores you want to buy while you're here?
The sailors get to take their actions before Evril can move; also, in future, if you're readying an attack and/or think you're going to get an AoO, you might as well roll it in advance.
Round Seven, cont.
Eleuterio rushes toward the sailors trying to flee the vessel, crying out in hopes of finding allies - but his hopes are dashed when both of the men respond just as the previous sailor did, with disgusted cries of "Priest!" One still struggles with the knots, but the man Artevious thought would be his foe turns instead to slash at the paladin offering friendship.
Profession (sailor) check: 1d20 + 2 ⇒ (16) + 2 = 18
The cut is sloppy and Eleuterio barely needs to even knock the weapon aside, but the other man's work seems to be progressing, with most of the knots undone by now.
Up on the sterncastle, the nearest sailor pulls back from Evril's blade and then both men fire on him again. X6 takes a 5 ft step to W5 before they fire.
Crossbow #1: 1d20 + 2 ⇒ (9) + 2 = 11, damage 1d10 ⇒ 3, miss chance 1d100 ⇒ 45
Even at this range, though, neither one seems able to effectively hurt the Andoren.
You guys are up again. Map updated.
Hey guys, I wanted to offer an apology for my longer-than-usual absence - I got sick the first part of last week, and then spent pretty much all the time since I got better trying to catch up on the work I'd missed while I was down. I got a promotion a couple months back, and the extra time commitment and responsibilities has given me a lot less margin for error when something, like my health, goes off the rails.
Evril slashes at Eleuterio's attacker, wounding him badly - although it's not enough to stop him, the blow weakens him enough that Chum can easily finish him off. Artevious' blow against the sailor is enough to distract him from his task, and he turns his attention toward the cavalier. Evril moves across to the crossbowman who shot him, but the man blocks the blow with his crossbow and takes aim once more.
Still waiting on Eleuterio's action. Leu is no longer threatened, though, so he can stand without provoking.
The Academy can definitely fix your wakizashi if you wish, Lamsfel - the cost for mundane repair is 600 gp, while a casting of make whole by a caster of sufficient level is 100 gp.
Also, selling goods is a caravan action, not a character action. As long as you qualify to be a trader, you can make a Resolve check for the caravan and get the roll's result in GP for one unit of trade goods. You can do this for up to five different traders, and then you could spend that money on stores.
Sorry, the Post Monster ate my last attempt to update, and I didn't have the rage-mastery at the time to retry right then... Breccia, your hireling is fine. The going rate for such help in Niswan is higher than you would expect - about 3 sp per day - but Breccia is still massively overpaying, and the boy is eager to help in any way he can.
The messenger leads you through the city, toward the noble's quarter, called the Heights, and then on to the thakur's palace at the summit of the hill that overlooks Niswan. As you travel, the throng of celebrants begins to thin out, and for the first time since you arrive you find you all have space to move without brushing up against dozens, even hundreds, of people. The buildings become more rich, the Yolarati colors even more vibrant (some of the displays are even magical in nature), and the guards are more visible. By the time you reach the palace gates, there seems to be no one but you for the watchful guards to stare at, and their dark-eyed gazes remain fixed on you as you pass within the thakur's walls. An animal handler steps forward and carefully, cautiously asks that Ashaka remain with him - "I have worked with tigers before, noble lady, and he will come to no harm in my care," he assures her.
Inside, towering palatial chambers supported by elaborately carved pillars surround an ornamental stream that flows through the palace. Halls of polished marble lead to a languidly luxurious sitting room. The thakur himself sits at the far end of the room, his bejeweled turban sparkling in the light shining through the windows. Kharswan paints a canvas while watching his baby son in a crib nearby, but pays no attention to you. Instead, a tall, tanned man with a precisely-trimmed goatee approaches you and bows. "Zubhaa vizarat," the man says, then repeats himself in Taldane. "All the gods' blessings upon you. Thank you for coming to meet me. I am Lord Raheem Pandisar, minister to the mighty thakur, but you, my friends, must call me Raheem. Please, please, sit. Your names have already reached my ears - mighty Breccia, wise Prashant, deadly Nesipho, beautiful Tania, mysterious Markis. Your deeds against the dreaded Captain Danava and the crew of the Burning Scourge are the talk of the city, and I am most pleased to make your acquaintances myself."
At long last, all four of you are on the enemy ship together, as Eleuterio finally manages to scramble aboard the Man's Promise and Chum displays surprising skill as he swings across the gap to land on the opposite deck as well. Although his roll was not quite good enough to make it to U7 - 15 feet only gets you to U8, I'm afraid. While it takes all of Eleuterio's energy just to collapse onto the nearby ladder between the main and aft decks, Chum still has the chance to turn his lightning against another one of the Rahadoumi sailors, and sears the man with a full-strength bolt. Artevious moves to confront the men, and although he does put a moment's hesitation into one of the sailors, the others don't seem impressed. In the heat of battle, intimidating to demoralize is about the best you can do. I'll assume Art is demoralizing the guy directly in front of him, R4 - who also took a lightning bolt to the face a moment ago. He is shaken. On the sterncastle, Evril turns his attention from the foes in front of him to try to delay the men's departure as well - grease suddenly covers both the deck and the boat, causing the sailors to slip and the ropes they are untying to become far harder to grip.
Ref save for R3: 1d20 + 1 ⇒ (20) + 1 = 21
One man falls to the ground, and scared, sizzling and prone as he is, simply surrenders. (Poor R4.) The other two continue working to try to untie the boat.
Trying to untie the boat is a full-round action, and the greased ropes impose a -2 circumstance penalty on the roll. R3's roll: 1d20 + 2 ⇒ (8) + 2 = 10; R5's roll 1d20 + 2 ⇒ (3) + 2 = 5.
Some of the knots give way, but the boat is still fairly firmly tied to the ship.
Elsewhere, on the aft deck, one of the remaining sailors rushes forward to try to stab at the newcomers; although he was first heading toward Chum, he spies Eleuterio as he steps closer, his eyes widen and he hisses, "Priest!" as though it were the vilest curse. He stabs down at the prone paladin with surprising fury.
Eleuterio is both prone and flat-footed for this attack. Short sword: 1d20 + 2 ⇒ (6) + 2 = 8, damage 1d6 + 1 ⇒ (3) + 1 = 4, miss chance 1d100 ⇒ 9
The paladin is lucky, however - the man's rage seems to deprive him of any accuracy, and he only manages to chip the wood on the nearby railing.
Up on the sterncastle, the two crossbowmen aim their weapons at Evril, although one has to take a step back to avoid exposing himself to the Andoren's rapier. Both weapons twang, almost in unison, as their deadly bolts fly toward him.
Crossbow: 1d20 + 2 ⇒ (15) + 2 = 17, damage 1d10 ⇒ 3, miss chance 1d100 ⇒ 23
One bolt slices his arm, while the other misses only due to the drifting fog obscuring the man's vision for a precious moment.
And you guys are up again. Map updated. Also, the sailor who attacked Eleuterio provoked an AoO from Evril as he moved up, so feel free to roll that as well.
1d100 ⇒ 25
The next day's travel goes smoothly and without major incident; the third day's ends in the early afternoon as you reach the small town of Galduria. The town, renowned for the Twilight Academy - one of the most prestigious schools of arcane magic in Varisia - functions primarily as a trading hub, ferrying goods across the nearby Ember Lake, as well as serving traders traveling along the road that leads to the Storval Stairs.
Anybody want to go shopping?
Yes, it is a straight Diplomacy check. But as the DC is your current Relationship Score, your total of 9 beats the DC of 8 and allows you to increase it by an additional point. If you're interested in getting the most of your benefits from being Shalelu's buddy, you're welcome to start spending some points on Diplomacy... (shrug)
The man bows again. "Noble visitors, my lord Pandisar is one of the highest and most powerful of the Maurya-Rahm, one of those closest to Thakur Kharswan himself. It is not for one such as I to know his business, but I assure you the invitation itself is a great honor," he replies.
Knowledge (local) or Knowledge (nobility), DC 12:
The Maurya-Rahm is the group of nobles and wealthy bureaucrats that make up Jalmeray's government.
If you made DC 17:
The messenger's response is basically accurate; Pansidar has a reputation as a man who gets things done, and is one of the central wheels in the vast machinery of Jalmeray's bureaucratic class.
Two frantic days after Ameiko makes her decision, Sandru assembles his newly-expanded caravan at the north gate, pointed toward the Lost Coast Road. Five wagons, the five of you, Sandru, Ameiko, Shalelu, Koya, the Varisian brothers Bevelek and Vankor, and Sandru's newest hires, a quiet half-elf named Celia Thorne and a gnome couple named Aris and Salliudinor Sartinjar, all wait for the command to move out. Although Kendra Deverin had offered you a feast and a heroes' farewell, Ameiko insisted on a low-key departure, and Koya - still reeling somewhat from her mother's death - backed her up. Kendra acceded, and only she, Belor Hemlock and Father Zantus are standing in the chill, foggy morning to watch you depart.
Sandru touches Bevelek's shoulder, and with a soft clicking noise, he guides the lead wagon's horses into movement. One by one, the other wagons follow, and you find yourselves at last moving away from Sandpoint - possibly forever.
1d100 ⇒ 6
The start of the day is fairly promising; despite the early morning fog, the day warms and clears up nicely, allowing you to enjoy the tail end of summer while it lasts. Unfortunately, though, shortly after noon, you encounter a problem: the rains earlier in the week have swollen the many small creeks that cut through the area, and one has managed to wash out the bridge.
Security check: 1d20 + 8 ⇒ (20) + 8 = 28
Fortunately, though, Shalelu - already scouting ahead - offers an alternate route; although it involves fording the creek rather than an actual bridge, the detour only costs the caravan an hour or so, and you are able to quickly travel on.
That night, you camp at crossroads, where the Lost Coast Road turns north to head toward Windsong Abbey, and another, smaller road continues eastward, toward Galduria.
Together, Evril and Artevious manage to finish off their foe, while Chum's lightning scorches his target badly enough that the man finally throws down his weapon and cowers, removing himself from the fight. Eleuterio still struggles to find a way back aboard ship, with the sharks circling ever closer.
Evril moves up the stairs, hoping to catch the sailor he first attacked before he can rejoin the fight. Although badly hurt, the man is nonetheless able to roll past Evril's attempt to stab him as he rises, and he scoops up one of the abandoned crossbows as he rolls to his feet.
Meanwhile, seeing the Andoren man moving up to the sterncastle, the other crossbowman still in the fight turns his weapon toward Evril, loosing a bolt before retreating a step to reload.
Crossbow attack: 1d20 - 2 ⇒ (6) - 2 = 4, damage 1d10 ⇒ 3, miss chance 1d100 ⇒ 72.
The startled defender cannot aim his shot properly, though, and the bolt flies past, passing a few feet over Chum's head as it goes.
Below, on the aft deck, Artevious only has a single foe to deal with now, but the man continues to be relentless. He stabs out once more, hoping to catch the cavalier unawares while he deals with the threat against Evril.
Short sword attack: 1d20 + 2 ⇒ (13) + 2 = 15, damage 1d6 + 1 ⇒ (1) + 1 = 2, miss chance 1d100 ⇒ 92.
Artevious twists away from the strike; the blade skids across Artevious' armor, sending a spark flying from one of the iron studs, but Artevious remains unharmed.
Below, the shark attacks the flailing Eleuterio once more...
Bite: 1d20 + 5 ⇒ (13) + 5 = 18, damage 1d8 + 4 ⇒ (5) + 4 = 9, miss chance 1d100 ⇒ 63.
...and this time, it finds his flesh, biting and tearing. The wound is grievous, and the blood now spilling into the water can only draw more of the same to feed.
At that moment, from somewhere inside the Man's Promise's hull, a massive explosive booms, sending a burst of smoke out through the cargo grate in the middle of the main deck. The whole deck pitches, and the shouting from elsewhere in the battle increases in both volume and fury.
A few seconds later, three sailors appear on the Man's Promise's main deck, heading toward the starboard ship's boat. Each of you recalls Riaris Krine's words to you: "...guard the ship's boats. Kill anyone who tries to get away on one of the boats." The boat is securely fastened, but it will likely take little time for experienced sailors to get the boat free.
Your actions. Map is updated.
After several days of entertainment at the many diversions available during Yolarati, the Festival of Colors, the celebrations finally begin to wind themselves down. During that period, though, it becomes clear to you that word of your actions aboard the Fare Winds has spread somewhat over the last few days - once or twice each day, someone recognizes you and offers a toast or similar acknowledgement of your heroic deeds. It is likely for that reason then that, as you head out into the streets on the festival's last day, a messenger meets you at the door to your inn. "Forgiveness, worships," the man says in thickly-accented Taldane, "but I bring a message from the mighty Lord Raheem Pandisar. If you would follow me please, he asks you to an audience at the palace of the great thakur."
There do not appear to be any other exits from the building, and although there are some windows in the one-story edifice, they are boarded over quite solidly (in fact, they may be more robust than the walls themselves).
As Oscar approaches the front door, a pair of men step out from the shed and move toward him - two others appear in the shed's doorway. All four have menacing expressions and carry themselves with the attitude of men used to combat. They are armored in heavy chain, and the morningstars in their right hands are matched by light wooden shields in their lefts. The nearest man raises his weapon and points it at Oscar. "You there!" he shouts. "Leave now - you have no business here! This is your only warning!"
Rolling Chum's miss chance, to keep things moving: 1d100 ⇒ 56
Chum's lightning sears his target again, but neither Evril nor Artevious can manage to do anything against their respective targets. Below, Eleuterio still struggles to even join in the combat.
Another crossbow bolt flies toward Artevious from the upper deck once more, while he simultaneously tries to evade another sword cut from his foe.
Crossbow bolt: 1d20 - 2 ⇒ (15) - 2 = 13, damage 1d10 ⇒ 5, miss chance 1d100 ⇒ 26.
Ducking behind the ship's wheel, though, he easily avoids both attacks while readying himself for a counterstroke.
On the sterncastle, the other crossbowman tries again to deal with Chum, sending another bolt flying between the ships.
Crossbow bolt: 1d20 + 2 ⇒ (4) + 2 = 6, damage 1d10 ⇒ 5, miss chance 1d100 ⇒ 56.
The shot is clumsy and wildly off-target, though; the druid doesn't even need to move to avoid it.
At the same time, Evril is also attacked by one of the Rahadoumi sailors.
Short sword: 1d20 + 2 ⇒ (5) + 2 = 7, damage 1d6 + 1 ⇒ (3) + 1 = 4, miss chance 1d100 ⇒ 15.
The Andoren parries the blow easily, however.
In the churning ocean, the sailor from the Man's Promise clambers slowly back up the hull of his ship, bleeding from his wounds and the cuts on his hands as he pulls himself over the barnacles. Reaching the sterncastle, he rolls painfully onto the deck and lies there for a moment, gasping.
Meanwhile, as Eleuterio readies himself to grab the rope and begin his ascent again, the circling shark makes another attempt to remove part of his flesh.
Shark attack: 1d20 + 5 ⇒ (5) + 5 = 10, damage 1d8 + 4 ⇒ (3) + 4 = 7, miss chance 1d100 ⇒ 59.
The paladin fights back, though, and manages to keep the teeth away from himself... for the moment, anyway.
Aaaaaaaand you're all up.
The late night likely means a late morning, but you are nonetheless ready to head out before noon. Following the information given to Shiv, Ellantera and Kassandra the night before, you find yourselves back in the semipermanent semidarkness of the Shade, studying a rundown, nearly collapsed boarding house at the end of a twisting, narrow road. Other buildings, in similar states of decay and ruin, lean unevenly against one another all around.
The boarding house where Natalya is supposedly staying is roughly L-shaped, the front door on the longer, narrow tip and a small wing turning out to the left at the rear of the building. Against the left wall, between the front door and the wing at the back is a ramshackle shed, practically a lean-to. At first glance there is no one and nothing of interest in sight.
Perhaps five minutes after Oscar leads his companions back to the inn, Shiv, Ellantera and Kassandra walk in as well, looking quite pleased with themselves - although all of you bear the weight of fatigue and your remaining wounds as well. At this hour of the night, you are alone in your inn's common room; the fire in the grate is mere embers, and the few candles still lit are melted almost the nub. Nonetheless, you are together again.
Fenster's Sense Motive: 1d20 - 3 ⇒ (11) - 3 = 8
Fenster snatches up the dagger greedily, turning it over several times in his hands. Finally, he grimaces a smile, then hacks a wet cough before speaking. "Natalya's off on 'er own now, y'see? Not with the other girls. But I seen 'er; there's a old boarding house, right up where th' Span comes offa the Heights, on the eastern edge of the Shade. I seen her there." He hacks another cough, but it becomes a mocking laugh. "Jus' be careful of the blue dwarfies! They might steal yer brain and sneak off with you too!"