
Zelladanyia |

Zella just shakes her head at Elaina's apparent amnesia about last night's events.
"Back to breakfast first and then figuring out the best way to let people know they should perform searches. We don't want to start banging on doors this early and panicking people if we don't even know that there are any other gobs around."
Back at the Dragon:
Zella follows behind Nover, wondering what is wrong with Ameiko that has Bethana crying.
"Was there another goblin hiding around here too? Did one attack Ameiko?"

DM Crispy |

With Hemlock's disappearance, the Town is unsurprisingly inept at crisis management. People have likely NOT been told to search their homes thoroughly.
The woman starts sobbing. From what you can make out, Ameiko didn't come to the common room this morning. Bethana thought it was odd, but thought maybe she was sleeping in after last night's revelry. She finally went to check on her in her room, but she was gone. She found a note on her desk.
The note is written in Minkai, for those that know how to read it, but Bethana has taken the liberty of translating it to Common.
Hello, Sis!
I hope this letter finds you well, and with some free time on your hands, because we've got something of a problem. It's to do with father. Seems that he might have had something to do with Sandpoint's recent troubles with the goblins, and I didn't want to bring the matter to the authorities because we both know he'd just weasel his way out of it. You've got some pull here in town, though. If you can meet me at the Glassworks at midnight tonight, maybe we can figure out how to make sure he faces the punishment he deserves. Knock twice and then three times more and then once more at the delivery entrance and I'll let you in.
In any case, I don't have to impress upon you the delicate nature of this request. If news got out, you know these local rubes would assume that you and I were in on the whole thing too, don't you? They've got no honor at all around these parts. I still don't understand how you can stand to stay here.
Anyway, don't tell anyone about this. There are other complications as well, ones I'd rather talk to you in person about tonight. Don't be late.
Tsuto

Elaina Newberry |

Huh, I missed that the sheriff was missing.
"I didn't know her family lived here. If she had a lead she should have told someone... if it wasn't for this letter she could have gone missing and no one would know where she went." Elaina wanted to be angry at this new potential mastermind behind the goblin plot, but she kind of liked Ameiko and was a little worried about her.

DM Crispy |

I believe we'll follow the rule of 2 and proceed. Keep in mind that it is mid-morning.
Your group exits the Rusty Dragon, weaving through the streets to the imposing structure of the Sandpoint Glassworks. Like the Cathedral, it is a relatively sophisticated structure for such a modestly-sized town, but it enjoys success as a result of the Kaijitsus' connections. There is smoke coming out of the bellows, but all the windows are covered from the inside to keep out prying eyes (Lonjiku's penchant for privacy is noted in Sandpoint).

Enna |

Enna does not much care what is going on, not knowing Ameiko nor having ties to this town, but she goes along with the group out of curiosity. Anything that limits goblin activities will be good for her.
"Do we knock politely?"

Nover Romux |

Nover was worried, his boss who helped him out quite a bit could be in danger. He tried to keep his cool, but he was a worrier, with everything happening the group could spare no time in being wishy washy.
"If we're knocking we're doing it with a battering ram, although it might be easier to break in through a window. Although I might be able to bust down the door."
Is the door metal or wooden?

Elaina Newberry |

Elaina puts a hand on Novers chest. "Now now, my head hurts too much for such loud knocking as you do." She procures a set of picks from a sleeve and kneels before the lock.
DD: 1d20 + 9 ⇒ (9) + 9 = 18
Guess I'll take the time to remove my armor, unless the others object. Well, that probably won't do it... Let's give it another go.
DD: 1d20 + 9 ⇒ (10) + 9 = 19
DD: 1d20 + 9 ⇒ (4) + 9 = 13
:( I can keep making rolls, if we want to be quiet. Will get it eventually. I'll leave it up to you guys to decide if we're in a rush or if we want to try something else or...

DM Crispy |

Elaina DD: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Elaina feels a small inspiration from whatever Herri just did, and gives it another go. After a couple of minutes, she hears a faint 'click' that tells her the locking mechanism is disengaged.
However, the party seems to have trouble of a different sort. A small crowd of 10 or so starts walking towards you. The man in front, a middle aged man with a receding hairline, barks out, "Hey! You! What are you about?!"

Zelladanyia |

"I don't know if you heard what happened this morning or not yet, but there was a goblin found hiding in a house leftover from the raid. We would like all of you to get together in groups and thoroughly search your homes and sheds. The sheriff entrusted us to help keep the town safe and we will be helping in searching building for any other left overs from the raid. The glassworks is huge with lots of rooms that could be hiding the little critters."
No need to worry them with talk of traitors and we don't want to blab ameiko's business to the whole town.

Herri Olderfin |

Herri cast enhanced diplomacy on himself
Herri says a few words to himself as he is facing away from the group/mob and then stands in front of Zella.
Hopefully this does not reflect on the powers you provide.
Really unsure what to say as he understands they are breaking into the facility, he confronts then hesitantly.
"Excuse us for not introducing ourselves. We are the Heros of Sandpoint and in such have been given authority to ensure the safety of the people in the absence of the sheriff. If you would like to help, like Zella said we have goblins on the loose in town and will need for everyone to check the homes, provide safety for their family and stick together. What say you?"
diplomacy: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

DM Crispy |

Blah, what rotten luck.
They continue to approach, the 'leader' shaking his head. "This here is private property, no matter who you are. Not sure what business you have in there, but if you're jimmying the lock, I'd say none too pleasant. Seeing as you saved our bacon not long ago, I'm willing to look the other way as far as this incident goes, but you best get while the getting is good, if you take my meaning."

Elaina Newberry |

"We're on official government business. Move along or I'll have you all arrested."
Bluff: 1d20 + 6 ⇒ (17) + 6 = 23

DM Crispy |

Amazingly, where Herri and Zella's reasonable attempts at turning the townsfolk around fail, Elaina's outlandish claim appears to succeed, as the townsfolk turn and look at one another with wide eyes before dispersing down the street. The middle-aged man scowls at you, but without his backup, he too relents and begins to wander off.

Elaina Newberry |

Elaina grins at the group and puts her tools away, then dons her armor. "Ready?" She slowly opens the door a few inches and looks in.
Per: 1d20 ⇒ 14
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21

DM Crispy |

Elaina quickly dons her armor (for future reference, I will not require a penalty for DD checks with armor on). She peeks inside the door, finding a small reception area. Two doors lead to the West (Up on the map), while one door faces north. The area contains a few chairs, a bench, a case with a small collection of glassware, and a desk.
Unless you use a light source, the area is considered 'dim'.

Enna |

Sorry folks, I completely forgot to tell everyone that today was a holiday and not to expect me to post.
Enna watches with disdain as the group seems to nonchalantly move straight to breaking and entering as a means to get the job done. Her suspicions about the character of these adventurers becomes even more reinforced when the floozy began stripping in the middle of broad daylight and then had the audacity to compromise the integrity of the lock. Even worse, they lied and bullied the community when it became convenient for them to do so... and she just stood there and let it happen, speechless.
No help for it now, they had a woman to save and afterwards she was going to have to have a long talk about ethics and the importance of the community.

Nover Romux |

Nover rolls his eyes, he had no talent for speaking with people and getting them to believe them, but honestly.
We haven't been given the authority to arrest anybody.
"It's the middle of the day, why would the lights be low, unless the glassworks employees all have the day off and something bad is about to happen."
Peering into the darkness Nover readjusts to the low amount of light, luckily dwarves have a bit better vision in the dark.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Zelladanyia |

Technically nothing Zella said was a lie. She just left out the main reason for them going to the Glassworks. She will be more than willing to argue that fact with Enna later.
Zella enter the building, draws her sword and casts a Light spell upon it. Holding her makeshift torch up in the air, Zella looks about the room for any sign of Ameiko or anyone else.
If she fails to see anyone, she looks about for what doors are in the room.
"Well, let's not waste time. Let's get searching."

DM Crispy |

Zella takes the bull by the horns and boldly enters, drawing her weapon and casting a spell of light upon it. The visibility improves immediately, but there is still nothing of potential interest in the room.
There are three doors in this room (not counting the one you entered from). Two lay against the west wall (up), one against the north wall (right).

Elaina Newberry |

Local: 1d20 + 5 ⇒ (12) + 5 = 17
"It should be open, Nover. I wonder who sent everyone home...Spooky. Let's try North, I like North." Elaina summons her light orbs and tries the North Door.

Herri Olderfin |

Herri draws his sword and carries his shield in protection. He follows and her light to see better.
"Stay close, who knows what lurks in this errie factory. Safety in numbers you know."

Nover Romux |

With warhammer and shield at the ready the dwarf advances forward. The door at the north side of the room seems the nearest so Nover heads toward that door.
"Aside from two dwarves and three humans it doesn't appear to be much. But we should be careful.We don't want anymore spooks like that goblin in the closet getting the better of us."

Enna |

Enna readies herself for any eventuality. Door to the north it is, and if the lush has chosen incorrectly we shall move in another direction and listen to wiser minds. A wonder this rag-tag survived fighting off the goblins in the first place... no accounting for luck it would seem.

DM Crispy |

As Herri slides over to the left of the North door in support, and Enna and Zella fill out the second ranks, Nover makes his way to the door. The brash Elaina opens it before he can get there, however, so he steps to the right, ready to put a gauntlet through a face should the need arise.
It appears as though the need is elsewhere, since this small room appears unoccupied. The filing cabinets and small desk indicate some sort of record retention room.

Elaina Newberry |

Elaina sends her lights into the room. She whispers "Lame", in a defeated tone, upset she couldn't go three for three.

Elaina Newberry |

"You guys are right. We will open all the doors till we find the one that took the princess."

Elaina Newberry |

"Everyone ready? This is the one!" Elaina douses her lights and tries the last door.