
GM Espri |

Auntie Baltwin ushers you into the kitchen, describing her operation as she goes. A few children scurry around the building, all playing happily.
"Would any of you like some tea?" the old woman offers.
nose, shaky hands, glassy eyes, and a fine sheen of sweat
on the woman.

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//TIME PHASE//
The evening after their adventure at the warehouse, the group finds themselves in the Red Dragon Inn. They are all seated around a table in the eastern corner of the establishment, and appear to be having fun.
Talathel says: "Well, that was a job well done! I hope we'll be so lucky tomorrow aswel! Do tell, who of you fine gentlemen would like to play a game of cards?"
He turns to Stonewall. "You wouldn't happen to be of the Stonewall clan from the mountains south of the Stolen Lands, would you?"

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Morgrim does not appear to be "having fun". His range of expression only goes up to "mildly amused" which is what it's currently at.
He's willing to play cards for small stakes and will suggest games where seeing through a bluff or otherwise reading people is helpful.
"Aye, that I am, assuming family legends are true. My great-grandfather and -mother, rest their souls, moved to Absalom when my grandfather was young. They never spoke of why they left 'the Old Country', and any contact they still had with the clan died with them. How is it that an elf knows so much about dwarves?"

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"I fear this is mostly due to an inate curiosity I have had ever since I was a young one. I was always fascinated by knowledge, and fear I have spent much, maybe too much, of my life as an adolescent in search of facts and pieces of information. This is why I have decided recently to join the Pathfinder Society. I want to use my knowledge to aid such a glorious cause, and in the process unlock many more secrets that I am sure the Inner Circle has.
Why did you join? Is it a religious thing?"
Poker maybe?
I'll suggest the following: 6d4 determines the value of your cards, and bluff vs sense motive will determine how if you can figure out to raise (beat dc by +5), doubt (+5 <> -5) or feel overconfident (More than -5).
Example: 6d4 ⇒ (1, 1, 2, 2, 1, 4) = 11
Bluff > Profession (gambler): 1d20 + 6 ⇒ (7) + 6 = 13

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"I am sorry, where are my manners. Of course I meant to invite you aswel, Lia my friend. I must have made a mistake in the translation.
However, to make up for it, the first round is on me!"
Talathel orders a drink.
"How is your leg by the way? No pain anymore?"

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"No worries, we're playing for the lint in our pockets. Anyone else care to join?"
Everyone starts at 25 "gold", and you automatically pay one gp every round to enter.
Believing he has a decent set of cards (two jacks), Talathel will play along.
Profession (gambler) instead of bluff? > 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Sense motive > 1d20 + 1 ⇒ (2) + 1 = 3

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"I won! Hah!
Had a dare with one of them Aldori Swordlords, that I could not beat his 'system' of winning. I showed him..
Well, I showed him after losing 15 games, but still. I won!"
We both have the same sum total, but i have double 11 and you have double 7, so I guess I won?
"Kinda like this.. My stableboys beat your 7 bunnies, I'm afraid.
Care to play another?"

GM Espri |

Time warp back
Setting down a few cups of tea, the old woman looks back at Morgrim.
"Oh no, I'm all by my lonesome here. It's hard work, but some things are worth the work, you know?"
Before sitting down, she reaches over and grabs a bottle of brown liquid and pours a few splashes into her tea.
"Anyone need a little pick-me-up?" she says, offering the bottle around.

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"I surely wouldn't say no to something nice, to help lubricate these old bones. Might I take a peek at the bottle? Don't want to hurt my throat unexpectedly, like the last time I drank Firebreathing Mead." he says with a big smile.
"How do you cope with the kids? I mean, they sound like a lot of.. wel, noise!"

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Morgrim sniffs the bottle before adding a splash of it to his tea assuming it doesn't smell poisonous. Perception: 1d20 + 6 ⇒ (7) + 6 = 13 He waits for her to drink before taking a sip. If she drinks it, it probably has no poison in it. Unless she is immune or poisoned the cups, of course.

GM Espri |

The liquid smells (and tastes) like rather nice whiskey.
The woman gladly offers some to those who'll have it, and takes a long drink of her tea.
"I won't lie to you, this stuff (she holds up the bottle) helps a bit. But the kids are who's important, and that thought helps me get through the day as well."
Talathel: 1d20 + 1 ⇒ (8) + 1 = 9
Lecky: 1d20 + 0 ⇒ (2) + 0 = 2
Morgrim: 1d20 + 7 ⇒ (19) + 7 = 26
Lia: 1d20 + 1 ⇒ (6) + 1 = 7

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"How can you survive? Isn't this very time-consuming? And costly? And... exhausting?
I will play with open cards: we were sent to investigate if you are worthy to receive the blessing and aid of certain members of the Pathfinder Society..."
Talathel will gauge her reaction.
Sense motive: 1d20 + 1 ⇒ (9) + 1 = 10

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Morgrim silently calls on Abadar's aid in judging her reaction and character. Using the Domain power Silver-Tongued Haggler for +1 to this roll.
Sense Motive: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22

GM Espri |

"It is indeed very tiring and exhausting, but again, the children make it all worthwhile. I am ever gracious for the help and aid of any who offer it. Whether I am worthy or not, that is for you to decide, but I come to you openly and honestly."
She seems completely sincere in her words to all of you.

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"Well, I believe we've seen enough. Would you mind if we talk to the youngins? And maybe take a look around the house a little bit?
After this we'll be on our way, ready to hand in a positive report to our supervisors."

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Does the boy mean what he says, or is he saying what Auntie wants us to hear? Using the Domain power Silver-Tongued Haggler for +1 to this roll as well.
Sense Motive: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28

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Morgrim shrugs in response to Lia's question, then turns toward Auntie Baltwin. "I would like to see a bit more of your fine establishment, a quick tour should be enough. Charlie here could guide me - it would be one less thing on your plate." Probably unnecessary, he thinks, but never let it be said that Investigator Morgrim Stonewall failed to exercise due diligence.
Morgrim wants to see the common areas, bedrooms, and the sickroom, taking 10 on perception (16) and sense motive (17): Are the children he sees healthy and happy? Are the rooms as clean as can be expected? Do the sick children appear to be genuinely sick? Roughly how many children are there?

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"Can I have a glass of water please?"
Lecky will stay in the room with Auntie Baldwin trying to start a conversation as if he doesn't want her to go with Charlie and Investigator. He thinks that it would be better if Investigator and Charlie would do the tour on their own.

Pirate Rob |

While Auntie Baltwin does her best to present her orphanage in the best light discussing the situation with the children brings to light certain practices… While the children are perfectly content, it turns out some of them have been working long hours while Baltwin has been pocketing the profit.
Armed with this information, and Baltwin’s questionable beverage choices you are able to give a satisfactory report to Ollysta Zadrian and earn 68gp each.
-----
Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
You make your way to the rich estate of Grand Councilmember Dremdhet Salhar, and are greeted by a guard who seems to be expecting you as you reach the tall, wrought-iron gate. Once inside, a servant tells you Salhar is not present, called away on important Council business, but his most trusted advisor is available to negotiate any business you may require. You arrive at a simple study near the end of a long hallway. Inside Amenopheus, the Sapphire, a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places.
“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.”
The servant quickly leads you back out through the spacious estate and down some sturdy stone steps into a cool basement. After several turns you find yourself at a plain wooden door.
The servant opens the door, silently gesturing to the room with a bow and silently waits for you to enter.

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Another "friend of the Society" I do not fully trust. Why did he smirk? Does he know something we do not? I had best be on my guard. Sense Motive: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Using Silver-Tongued Haggler for +1 to the roll. If he's under an enchantment, I can sense it. Judging by past attempts at using Sense Motive in this game, I'm probably not going to get much beyond "He knows something you don't know", but it never hurts to try.
Morgrim chants several prayers to Abadar before following Talathel inside. Detect Magic on the room, Guidance on himself.