
GM Dak |

The key fits nicely into the chest. Before you have a chance to even turn it the chest pops open.
Harlynne: 1d20 + 3 ⇒ (18) + 3 = 21
Priddy: 1d20 ⇒ 20
Kala: 1d20 + 4 ⇒ (19) + 4 = 23
Kuwabara: 1d20 + 6 ⇒ (18) + 6 = 24
Furious: 1d20 + 5 ⇒ (14) + 5 = 19
You all hear the slightest clicking sound coming from the ceiling. Inside the chest is a key forged into the end of a jeweled scepter.

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Kasei moves quickly away from the chest before looking up. Kasei should have been next to Priddy since he was casting spells on him. I moved him on the map, then drew an arrow to show his movement when he hears the clicking.

GM Dak |

Using the gold key on the steel chest you find it does turn to unlock it. Opening the lid you see inside a map and a wand. Seconds after seeing the items inside something explodes from within the chest.
Will save from Priddy and Harlynne

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Kala jumps a little on hearing the explosion. She waits to see the outcome.

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Percival gives Harlynne a quick look-over (likely among dozens already issued)
Bluff: 1d20 + 7 ⇒ (15) + 7 = 22
"Looks good on you."
Percival, very animatedly, examines her hemlines and low-cut neckline.
"I hope it didn't cover everything..."
Part of their little test, I'm sure...
Percival rips a piece of the linen that isn't sullied with snake bits or Priddy-spit, soaks it with some water, and offers it and a hunk of soap to Harlynne.
"Takes away from your eyes, dear."

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Kala cannot helps it she holds her sides as she begins to laugh. Her laughter sweetly ringing through the air.

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"Osirions like their little puzzles and mazes and trapped artifacts and curses and... just think of anything tedious related to th' desert and you've pretty much nailed it."

GM Dak |

With nothing left to open you take the jeweled scepter key and try it on the door. The door opens a and climb the stairs. After reaching the top of the stairs you find the servant is waiting there. The servant notes that you can keep the map and wand and guides you back to the Sapphire Sage.
He looks the group over, smirking once he sees Harlynne "Ah! I see you have recovered the map of the Salhar family vaults! I am pleased that you were able to figure out the vault, you will likely experience many challanges like this in your career." He looks to Harlynne specifically "Though I might recommend you be more cautious and work on your trap finding skills." He continues "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." Once finished with his thought, he again returns his attention to his work, and pays no further attention to your group as the servant ushers you out of the study.
With only one task remaining you head to the Docks to visit Guaril Karela.

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Kala bows upon being dismissed as she heads towards the door, glancing at the unfortunate Harlynne, she stiffles her giggles and resolves to do something nice for her.

GM Dak |

The Pickled Imp is well known in the Docks District and easily found.
This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter:
“Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.”
Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.
“Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases."
“There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway."
“My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.”

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The self-entitlement is palpable.
"We'll get yer stuff. What comes of any extraneous items is yet to be determined."
Percival will lead the way out, figuring this is a simple break-in, entry, loot, and leave job.

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Kala looks at this rather smary man and decides that trusting him is something she's not so inclined to do so. Turning as Percival moves out, she follows.

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Percival gives Kala an incredulous look?
"I thought you fancied yourself a cousin? Better get used to that lovely face of his, else find yourself another benefactor. You may want to grease yer own palms, but rest assured it only trickles down unless yer big fish."
Percival slaps Kasei on the shoulder.
"Have ya' heard the good news about the Silver Crusade, sister? No stealin' and honor killin' there, no ma'am. Sate yerself on the bread o' life and good works. Or something like that, Kasei can fill you in on those details."
She's a willful one. Sczarni'll eat her up if she doesn't watch.

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Kala smiles.........like a predator.
"For now, I'll stick to the shadows behind big stron types like you. Tracing a finger down his chest, licking her lips. Of course unless you're aren't one of those? And the Sliver Crusade doesn't have much use for one like me I'm afraid."

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Look at little Kala, playing the huntress.
"Because she'd as soon seduce you and take yer gold than put her charm to good use."
Percival continues to Kala, hoping to change her mind as far as factions go.
"Sczarni are a chauvinistic bunch. They'll promise wealth and deliver misogyny and a fraction of yer efforts. Don't consider mine and Kasei's ilk, no skin off my nose, but unless you desire more lessons from Aram Zey, the Osirion bunch could teach you a thing 'er two about those powers of yers."

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At Priddy's words.
"Ahh Caught. Guess You're too sharp for me." *Pouts*
"The silver crusade are booorriinngg. I'd like a little excitment now and then. The Osirions are just a step down from the sliver crusade. A girl just wants to have some fun now and then."
Diplomacy, Switching from sultry to overblown innocence: 1d20 + 5 ⇒ (15) + 5 = 20
"Surely if you worry so much for me with your code, you'll protect me?"
Intimidate, in a fair imitation of a thug: 1d20 + 4 ⇒ (7) + 4 = 11
"Or I could show you the error of your ways."

GM Dak |

Furious: 1d20 + 1 ⇒ (8) + 1 = 9
Harlynne: 1d20 + 3 ⇒ (8) + 3 = 11
Kala: 1d20 ⇒ 20
Kuwabara: 1d20 + 2 ⇒ (7) + 2 = 9
Priddy: 1d20 ⇒ 14
Following the Varisian's instructions, you have no difficulty locating the warehouse.
Called a pelican warehouse, these buildings perch at the end of piers, allowing a ship to load and unload farther out from the busier docks. Many of them either accommodate smaller vessels that are in a hurry or larger ships unable to find an open dock. Rare these days, most pelican warehouses lie in disrepair, withered from storms and salt, and every year it seems another one falls into the harbor. An increased tax on this type of property keeps many of the owners from rebuilding and some have even relinquished the titles to their small warehouses, allowing them to fall into the hands of squatters and smugglers—or into the bay itself.
The pier this particular pelican warehouse sits on stretches 100 feet from the boardwalk and the docks proper, and stands 15 feet above the water. The planks on the pier are sturdy but weathered. A few local fishermen and some kids sit scattered along the pier casting nets or bobbing lines into the waters below. The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope. The warehouse’s heavy wooden front door is locked.
A small, five foot wide, ledge runs along the outer wall of the warehouse.
Map updated

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OK, I drew a line around the building just to represent that.
Kasei suggests they take a look around the perimeter of the building first, on the ledge, to see if there are any windows or other ways to see inside.

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Kala looks around curiously.
"I could have sworn someone was following us. Did anyone else get that same feeling?"
perception: 1d20 + 4 ⇒ (12) + 4 = 16

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"Rule number one of break-in and entry: act like you belong."
Percival checks the door for locks or traps.
Perception: 1d20 ⇒ 1 ...nailed it.
Priddy will attempt to open the door if it is unlocked.

GM Dak |

The door on the dock is locked. There are some windows but they are all mostly 10 feet up from the ledge and appear to be covered in thick grime making it hard to see inside. The large set of double doors appear to be barred from the inside.

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Percival looks around to see if anybody (but his fellow group) are paying attention at the docks.
Perception: 1d20 ⇒ 6
Judging the coast is clear, Percival places himself two feet from the door, raises his right leg, and kicks it hard near the door handle.
Strength: 1d20 + 3 ⇒ (8) + 3 = 11
"...my door's stuck."

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perception: 1d20 + 4 ⇒ (16) + 4 = 20
Kala takes stock of the surrounding area. What else is there?

GM Dak |

Priddy and Kuwabara try and bash the door in but have little luck, even for such a rundown warehouse the door stands solid. There isn't much else around aside from the boat tide up to the dock nearby. Looking over the area otherwise, there either isn't anything to be found or you simply aren't looking hard enough.

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Percival considers Harlynne's words, looking at the tied-up boat and the way the building overhangs the water.
"Anybody wanna take that boat for a quick paddle and check?"