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"Quite a show there Kensington!"
With each passing moment, Bom was more impressed with his compatriots.

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"Nice one Kensington!"
Stullun takes the sceptre key and the ceiling key and goes to the final chest, trying the sceptre key first and then the ceiling key if that does not work.

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Bom responds with a smirk, "I checked, and the cube is trapped. How or with what, I don't know. Stullun is the dodgiest chap among us, so he's the half-orc for the job."

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Stullun tries the scepter key to no avail, then the gold key. The chest clicks open, and a wash of magical energy flashes briefly in the room.
Will Bom: 1d20 + 3 ⇒ (11) + 3 = 14
Will Bazresh: 1d20 + 5 ⇒ (6) + 5 = 11
Will Kensington: 1d20 + 1 ⇒ (10) + 1 = 11
Will Malik: 1d20 + 6 ⇒ (4) + 6 = 10
Will M'grul: 1d20 + 1 ⇒ (19) + 1 = 20
WIll Stullun: 1d20 + 0 ⇒ (10) + 0 = 10
As the light fades, both Stullun and Malik are a lovely shade of blue. The keyhole in the door is the only remaining home for possible keys, and lo and behold! It fits!
The servant is waiting there, with a smile on his lips, and guides you back to the Sapphire Sage. "Ah! I see you have recovered the map of the Salhar family vaults! I cannot help but notice, however, that your skill with traps is a little.... lacking. You may want to bolster your skills in that area before you venture on. I will send notice of your success, along with your payment, to the Lodge as soon as time allows. It should be waiting for you before sunset, however." Once finished with his thought, he again returns his attention to his work, and pays no further attention to your group.

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Bom can't help but laugh, "I guess it it was a mental dodge." Slapping Stullun on the back, "Don't look so sad, you're still our favorite rogue!"

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Arriving at the Temple of the Shining Star, the you are immediately directed to Ollysta Zadrian. This paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously. As she notices the your arrival, she strides forward, addressing the group in a strong voice.
“Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold.
The paladin smiles gently before continuing on, “Do you know of the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society. I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?”

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"This is just a fact finding mission. We don't want you to do anything that could harm the children, physically or psychically. Do your best, deliver the medicine, and report back."

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"So no spanking of the little ones if they become unruly?" the dung eating grin on Bom's face makes it clear he's making light of the situation. In truth, Bom hoped these kids were not a gang of halflings masquerading as children. It wouldn't look good if he was seen shield bashing a little one in a bonnet holding a rattle.

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Upon entering the temple, Bazresh's demeanor takes on an air of reverence. He holds himself very stiff and proper. After Ollysta addresses the party, Baz goes down on one knee and bows his head. You have my word Lady Zadrian, I will not fail you. May the Dawnmother guide me.

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With Bazresh's genuflection ending the discussion, Bom heads toward the orphanage.

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The walk to the Auntie Baltwin's Home for Recovery is long and hot in the near midday sun. Approaching the house, you note that it is nearly swarming with cats and children. This fine upper-class home appears to be clean and in good condition considering the number and ages of its inhabitants. Three young boys shoot marbles in the dirt near the side porch. Across the street, a kindly looking older gentleman is enjoying a refreshing beverage on his porch. He rises to his feet and tips his hat courteously as you approach before again taking his seat.

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Bom approaches the older gentleman, "Good evening sir, how are you this fine day?"

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'Afternoon you mean? I am fine, just enjoying some quiet on my porch. . . And you are?"

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"We are here to deliver some medicine for some of the sick orphans across the way. Do you know the headmistress who runs the establishment?"
diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

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Bom was about to bring on his own version of charm, but Stullun appeared to be well in control of the situation, so Bom thought he'd back the rogue up, not because Stullun needed it, but because Bom thought it was a sign of support. "You seem like an upstanding citizen who would hate to be party to the mistreatment of children."
Diplomacy(Aid Another on Changing Attitude): 1d20 + 6 ⇒ (8) + 6 = 14

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"Don't really know her, but I know she has a lot of cats. Nice to have all the rats and mice in the neighborhood gone and dead. You have arrived at the best time of day though, with the majority of the kids gone, you can actually enjoy some peace and quiet. Have a glass of lemonade."

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Miltivis, who runs a nearby market, claims he’s served Auntie Baltwin for over 30 years, and while a good customer, she is quite demanding and often rude to the other customers. He says she’s kept his supplier of fine whiskeys in business for decades.
Gilga Baltwin’s neighbors Travost and Tirelle Anthos are frankly tired of the noises the children make and the retinue of cats—though they do appreciate the latter’s mousing skills. They admit to being happy when Auntie Baltwin sends the children “off into the town” during the day, as it gives them a few hours of peace and quiet before they return in the evening.
At the estate across the street, Master Trebb Bonto, a retired builder, says nothing but nice things of Lady Baltwin, as he calls her. He recounts tales of tea and games on the sitting porch. He lets slip that she often cheats at games and sometimes had some shady characters coming to whisper in her ear and palm her small bags of what might have been money before slinking away. “Otherwise a fine lady, indeed.” he quickly adds.

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"Hmmm..."

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Malik looks to the others, listening to all the accounts from various sources.
"Well it surely seems she is up to no good and I say we should find some hard evidence or perhaps confront the woman directly. If she truly is less than reputable we need to deal with the situation for the sake of the orphans!"

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"It would be good to see what the Gilga has to say for herself, but I'm not sure we can do much about it other than report back."
Bom shrugs.

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"So we've got a whiskey drinking, contraband dealing orphanage runner who "sends the children off" for hours during the day. You know what you call an orphanage without any orphans in it? A house One that this woman lives in for free under the guise of charity."
Marlowe grabs the package and storms over to the Baltwin house and pounds on the door.

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As you bang on the door, the two children playing marbles, grab their toys, and circle around to the back of the house. Moments later, a grizzled old woman answers, and invites you in.
Inside the upper-class home is nearly swarming with cats and children. Strewn toys and more cats lie about on the floors. A few children take care of chores, while coughs and sneezes softly erupt from the children’s dormitories upstairs.
"Make sure to wipe your feet before you come in," the old woman asks, then notices Bom and adds, "and make sure to wash your hands before you touch anything. Here, the kitchen is this way. Can I get you any tea?"
Please make any checks you deem appropriate.

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Taking 10 on Perception = 16

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Waiting for 3-4 posts before we move on. . .

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Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"Tea? You invite us in for tea? Now look here good woman. We have a package here...medicine for the children from the Silver Crusade. Yet word around town is that you're a drunk, that you deal in some sort of contraband, and that you send the children away all day long. You give me one reason why I shouldn't take this parcel back to the Silver Crusade and report what we've learned about you."
Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16

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"Pshaw! I don't deal in contraband. Not exactly anyway. I drink. A lot." Lady Baltwin pauses to pull out a flask, and doctor her tea, offering you a nip as well. "Anyone who deals with these kids would do as much. It is loud, it is hectic, and it drives me near insane. At least five times a day they send me to my last nerve. I know I should quit, and if you and yours would be willing to help me quit, I would be more than happy to. Killing me anyhow. As for the 'contraband' I have my deliveries made in secret. Not too many people would be happy to know how much of the sauce I go through in a day, so I make sure those who deliver take the utmost care to ensure my transactions are on the down low. Finally, on the kids. Yes, I send them off during the day. Some have jobs, some have family, some have friends, and some of the older ones work for me. Every single potion we need, and we need a lot, costs an arm and a leg. Some kind organizations, such as yours, donate. Some donate more than others, but none, not even all of you combined, come anywhere near close to the amount we need in a day. So the older ones work. Nothing wrong with that. How else are we going to afford all the medicine, let alone the rent? Give me better options, and I will follow them. Until then, I need to help as many as possible. So, help me quit, and I will quit. Help me get more charity, and I will stop asking the children to work to help cover the cost. Help... I just need help.." as she finishes her rant, the old woman breaks down in tears, sobbing into her mug of tea.

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Bom tries to determine what was truth and what was lies...
Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9

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Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
"You may be telling the truth...you may not be. Experience tells me that those who are as fond of the drink as you are able to talk even themselves into believing their lies. We were tasked to deliver this parcel and learn what we could about your operation. Well...I've seen and heard enough to tell the Crusade exactly what I think about you.
Marlowe tosses the package in the air toward Gilga and turns to walk off.

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M'grul watches the sobbing woman - curious. Not seeking for lies or truth, just interested in her emotional release under stress. After a time he too turns and joins the group.

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Bom looks around to see if any children are present, "We should at least make sure the children are being cared for."
Bom thinks back to the children he saw earlier and tries to recall if they had any obvious injuries e.g. missing fingers, bruises, scars.
Taking 10 on Perception of kids from memory = 16

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??: 1d20 + 8 ⇒ (13) + 8 = 21
You are all convinced she is being completely honest. She just needs help, and is willing to quit her drinking if shown how.

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Bom shrugs.
If the kids look healthy, Bom heads out with Kensington

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Malik, would you please make Heal and Perception rolls for your inspection of the house.
None of the children you see have any sign of abuse or neglect. There is a steady stream of coughing and sneezing coming from the upstairs, apparently that is where the sicker children are kept and stabilized.
The children near the porch are no longer outdoors, thinking back you believe you saw them in the back room of the house just off the kitchen while you were having tea.
Sorry for the stall, all I can say is Mondays...

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Stullun nods at the woman. "I understand it can be rough taking care of so many, but it is an important task. Let us get the children their dose of the medicine now. It sounds as if those in need are upstairs? Lead the way please madam."
Diplomacy towards Baltwin: 1d20 + 8 ⇒ (16) + 8 = 24

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Auntie Baltwin smiles at the kindness of Stullen, and nods in silence.
The upstairs has been separated into three main areas. Those direly sick, those very sick, and those recovering but not yet well enough to move down stairs. A quick survey reveals that the children are earnestly ill, and that healing must be taking place, else several could not possibly have survived their illnesses.
Diplomacy takes some time, so the upstairs investigation is based on Malik observations. About the time you finish talking to Baltwin, Malik will finish his exploration of the upstairs.