
Spasi Gaten |

Round 2
hp 46/46 +12 temp; AC 16/12T/14FF; CMD 14
+5F/+6R/+9W
Back row.
Opponent: Most Wounded Veggie Beast
SA: Cast Magic Missile: 4d4 + 4 ⇒ (4, 1, 3, 2) + 4 = 14 force damage
MA: Pull out wand of Magic Missile.
Spasi tries to kill the most wounded veggie beast.
"Hey Clem, maybe if you hadn't been so insistent on eating your veggies, you wouldn't be considered a mass vegocider! You're a wanted man-thing in the plant kingdoms!"
Round 2/8: +1 to hit/AC/Reflex + extra attack...yadayadayada...

Rhesus Ghawn |

Round 2
HP 79/91 DR 4/-, 8/lethal, fire 1, electricity 10
AC 19/T12/FF17 (Currently 21/14/17)
CMD 25 (Currently 27)
F+12, R+6, W+5; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 21/21
Row: Front
Opponent: Shambling Mound 1
Effects: Haste, Crowd Control
Apologies Fang, my Crowd Control and Haste boosts CMD to 27, I should have updated that on my status line.
Attack PA Haste Inspire: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d6 + 17 ⇒ (2, 4) + 17 = 23
Attack PA Haste Inspire: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 17 ⇒ (2, 5) + 17 = 24
Attack PA Haste Inspire: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d6 + 17 ⇒ (6, 4) + 17 = 27

Clement Twice-Born |

Round 1
HP: 57/93 | AC 21 (T12/FF21) | CMD 22
F: +7, R: +4, W: +8
Spells Left Today: 1st - 7/7 | 2nd - 7/7 | 3rd - 6/6 | 4th - 3/3
Channels Left Today (4d6+1 each): 4/4
Summon Nature's Ally II Left Today: 1/1
Effects Lifelink (Rhesus), Saving Shield (+2 AC; Rhesus), Haste, Inspire Courage
Location: Front Row
Rhesus heals 5, Clement takes 5 from lifelink.
Clement spares Spasi an unpleasant look at his quip, having issues delivering his reply due to the leafy stalks wrapped around his head.
"Rmpphh, hrmppprrr!!"
Realizing that escape is largely dependent on Rhesus clobbering his plant-monster, Clement does what he can to assist said clobbering by jamming his newly acquired green dagger into the stalk.
Dagger #1: 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20 for 1d4 + 3 + 1d6 + 2 ⇒ (4) + 3 + (1) + 2 = 10
Dagger #2: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 26 for 1d4 + 3 + 1d6 + 2 ⇒ (4) + 3 + (4) + 2 = 13
Dagger Haste: 1d20 + 9 + 2 + 1 ⇒ (2) + 9 + 2 + 1 = 14 for 1d4 + 3 + 1d6 + 2 ⇒ (3) + 3 + (1) + 2 = 9
Dagger #2 confirm: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14 for 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7

GM Fanguar |

@Rhesus: No worries.
You put down the two wounded creatures and Clement slashes viciously at the one enveloping him.
Maintain grapple: 1d20 + 16 + 5 ⇒ (4) + 16 + 5 = 25
Constrict: 2d6 + 7 ⇒ (2, 5) + 7 = 14
Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 2d6 + 5 ⇒ (4, 5) + 5 = 14
With just the one enemy remaining, you hack down the sentient mound of foliage and free the struggling Clement.
The whole thing is over in a flash and the merchants barely have time to think about running for their lives before the threat is over. A few harsh words from Abra stops their screaming. Where once was echoing chaos, now only an erie silence remains. "It's nice to guide such formidable travellers for a change," Abra says, giving the frightened merchants a disgusted look. "We had best move along. Who knows where that tunnel leads or what might be attracted to sounds of battle. Right now we need to reach the end of the Pat, so that a full team can be sent to investigate and the tunnel can be properly sealed."
The rest of the trip is uneventful and eventually, the Halflight Path terminates in a stone bunker just outside the city walls, near the district called the Warren. Upon the arrival, Abra immediately informs the other Duskwardens of the encounter in the tunnels and then recovers the halflight charms. The merchants, anger now replacing their terror, take off for the city at a run, shouting insults over their shoulder regarding the Duskwardens' competence.
Abra shakes his head as he watches them go before turning to you all, "And such is our reward for saving their lives. Anyways, here we are safe and sound. Thanks mostly to yourselves, of course. If you hadn't shown up to the door when you had I would have had to take a bunch of dead weight instead and now would be plant food." Turning to Rhesus he hands him a dark blue crystal amulet embossed with a golden arch and suspended from a black cord. "You did some heavy lifting down there big guy. Take this with my thanks. He explains it's use. See below If you've never been here before you'ld best find yourself a local guide in the Gap. That's the district straight ahead where the wall was blow out. And if you ever need a hand while in the city, don't hesitate to call on me. You can find me either here or at the Duskwarden Guildhouse in Bis. Good luck and thanks again."

Rhesus Ghawn |

Rhesus takes the charm gratefully.
"Just glad to be of service. You ever need anything let us know too."
He beams at the new shiny pendant, and slips it over his neck until the group has moved towards the Gap.
Can't wear it at the same time as my Amulet of Natural armor, so I'll need to remember to swap it out when we're in the dark.

Bibic |

Bibic, worried about poor Clement’s health, helps him to heal.
Cure Moderate Wounds x2: 4d8 + 16 ⇒ (2, 1, 4, 4) + 16 = 27
Cure Light Wounds x2: 2d8 + 10 ⇒ (1, 7) + 10 = 18
He looks impressed with Rhesus’ new pendant and is happy with the new friends they’re making. ”I wonder if the whole town is this friendly?”
He heads into town to find a place to stay.

Spasi Gaten |

Spasi ogles and googles as Rhesus is awarded a sweet, chick-picking-up medal.
"Dude, can I see that?" Spasi asks Rhesus when the Duskwarden is gone. "Are you going to wear this all the time? Might be useful for other things too."
* * *
"So, we hit town first, huh? Find a place to stay? Then we explore town a bit? Maybe do some shopping in a real city," Spasi asks the group. "So, let's get to the Gap and hire a tour guide."
1d20 + 16 ⇒ (15) + 16 = 31 Know (History/Local) - Kaer Maga

Clement Twice-Born |

Clement was down 50 prior to Bibic's administrations. He's now down 5 which is fine to allow natural rest to tackle.
Clement, arms crossed, watch as the angry merchants depart.
"Huhmph... no thanks to us either, eh?"
He smiles politely as the duskwarden hands over the amulet, impressed by their demeanor and gratitude.
He nods to Spasi's recommendation about the Gap, checks the straps on his mace and shield and heads in that direction with the others.

Rhesus Ghawn |

"Huh? Nah, probably not all the time. Seems good for when it's dark out but otherwise I got this other new amulet, makes my skin harder to hurt. That way I keep standing and my little buddy Clem doesn't have to work as hard to heal me."
He looks Clem over with concern.
"You get hurt in that last fight Clem? Told ya buddy, you need to stick by me where it's safe."
Very awesome pendant, Rhesus isn't likely to give it up, but mechanically I can't wear it and the amulet of Natural Armor at the same time.

GM Fanguar |

@Spasi:Anything in particular you wanted to know?
Taking your leave, you head towards the most obvious entrance to Kaer Maga, the Gap, a massive break in the ring ofKaer Maga's walls where an ancient explosion tore away thousands of pounds of stone. This carnage has been mostly filled in by the district called the Warren, a many-storied shantytown of rickety scaffolding and makeshift shacks, yet a wide corridor still runs through the center and plays host to a constant stream of traffic in and out ofthe city.
As soon as you enter the Gap, you're swarmed by mobs of local children offering themselves as guides. Spasi's keen eyes and familiarity with the more disreputable parts of cities keeps him on guard for little fingers creeping into places they do not belong and after a few failed attempts and harsh words from Rhesus, the urchins go in search of easier targets. One remains and locking eyes with one Bibic, says "Hail Pathfinders". Perhaps 16 years old, the boy is skinny and wears ragged clothes, yet carries himself with a confidence that speaks of experience. " I am Gav Nahli and you have found the best guide in the city. I must congratulate you on having the perspicacity to engage my services for the laughably low price of 5 gold coins per day."

Clement Twice-Born |

Clement smiles at the child, somehow remembering a piece of a distant youth he had previously forgotten.
Sense Motive: 1d20 + 6 ⇒ (20) + 6 = 26
"Five gold? That is laughable, but not laughably low... What makes you think your services are worth as much as a soldier's?"
Clement is beginning to help the party negotiate, just in case the kid is worth it. He expects Bibic or Spasi to put him in his place shortly, as he's generally a "good cop" in these things.
Diplomacy (aid Bibic or Spasi): 1d20 + 7 ⇒ (2) + 7 = 9

Bibic |

Bibic gets a kick out of the youth's resourcefulness and greed. He respects both.
"Tell you what Gav, you help us out today, and I'll give you single gold. If I find you've served us well, I'll add a bonus to tomorrow's rate. Each day you exemplify yourself, you'll get a bonus. Who knows? You may earn that 5gp rate you so desire by the time we leave town."
"For now, we require lodgings. We want separate beds, but a communal room so we can protect ourselves. It'd better be clean, and ideally be well situated to a drinking establishment - either above it, or a short stumble away."
"Do this for us, and see what we'll do for you."
DIplomacy: 1d20 + 14 ⇒ (9) + 14 = 23

Spasi Gaten |

Spasi waits to hear the answer from the boy before entering the conversation. After all, Clem was doing a fine job of things so far.
"Beds and where the women are," Spasi adds to Bibic's list.

GM Fanguar |

Cheapskates...
"You are paying for knowledge and experience. Anyone swing a sword, but I can take you an inn where they won't try to slit your throats in the night, or keep you from wandering into vampire territory. The rules of outside don't apply in these walls. In anarchy in there and you'd best know who not to piss off."
"Besides, I can steal more than a gold piece a day in coins, and it would be less of a hassle. But if you're actually pathfinders, you probably wont try to f&%# me over, so let's call it 3 gold a day. Half in the morning and the other half if you've been happy with my services when we part ways in the evening."
I don;t have time to negotiate. Just pay the boy.
"Inns are easy. What's your price point? The Traveller's Rest is clean and nice enough, a room like that will probably run you 8 gold a night for the four of you. If you're more upmarket there's the Golden Lion will run about double that, but you'll get a suite. If you're concerned about security, there's The Lockbox. A suite will run 50gp a night, but it's covered in magic wards and comes with a golem guard. Place is run by a Lich, if that's going to be a problem for you."
"As for the ladies. The Gilded Lily will cover most standard tastes, so that might be a good place to start. If you're into the exotic, The Menagerie is the place to be. The things the lizardfolk can do with their tongues and there's this Naga there that can... well, let's just say it's worth the coin. And If you want 'em cold, it's the White Lady up in Ankar-Te. There's some things you just can't do with a live girl, eh?"

Bibic |

Bibic laughs, "You are an aggressive one. Fine. 3gp it is. Take us to the Golden Lion to start, and I'll let the others decide where to go from there, though I'm leaning toward the Gilded Lily myself... I can only imagine where Spasi here wants to be guided." he laughs.
Bibic will pay for the first night's lodging, and the boy. (-19gp)

Spasi Gaten |

"...but if you're actually Pathfinders..."
1d20 + 10 ⇒ (1) + 10 = 11 Bluff
"What? Oh yeah, we're totally Pathfinders. Yeah, working for them outta the lodge in Magnimar," Spasi notes. Spasi goes along with Bibic's suggestion (and offer of covering the first night's rent).
"Yeah, definitely gunna wanna see the girls, Gav. Just need to stretch m'legs, ifyouknowwhatImean."
Spasi speaks with the boy as they walk.
"Any special rules or dangers while we're here, Gav? Anything we should avoid? Any weird laws? Who runs this place? Keeps the peace?"

Clement Twice-Born |

Clement contemplates the reality that the four of them may actually in fact be "Pathfinders" since they are doing work for Sheila Heidmarch, but doesn't add anything to Spasi's claim.
He does appear slightly uncomfortable at the thought of hiring a deceased woman for an evening, or booking a room run by a lich, unless when Gav says lich, he means alchemist-who-stored-his-guts-in-a-jar-lich.
"So, Gav. I guess you're hired. Umm, us being Pathfinders and all, we're sort of looking for a magic item that's supposed to be here in the city."
Clement thinks back to anything Sheila told them about where to get started.
"Any ideas where we should get started? There a big library here?"
Clement gives Rhesus a nod, knowing he's doing good by steering them back in less recreational directions.

Rhesus Ghawn |

Rhesus shrugs at Clem.
"Sure, let's see the sights and get a room where they ain't gonna kill us."
The Shoanti follows silently, watching the crowds and pretending he's used to all of the oddities.

GM Fanguar |

"Rules? There aint no rules here except for the ones the gangs set in the districts that they control. The powerful make the rules and the weak stay out of the way. The whole place could fall to chaos in a heartbeat. As for the rest, that's why you're paying me. I'll keep you out of trouble and baring that, tell you when and where to run."
At Clement's questions, Gav thinks for a moment and then says, "Well that's pretty vague, but let's see, normally I would suggest that we head to the Therassic Spire, a monster library that place is, but I heard that they buttoned the place up tight a couple of days ago.. The librarians aren't letting anyone is and nobody is saying boo. Our other go to option are the Augurs, they're a crazy bunch of troll mystics and oracles, but there is a bit of an issue there as well. The whole lot of them have gone on strike because of some conflict with the Ardoc family. Come to think of it, word is that they are on the lookout to find someone to resolve the issue. They want someone from outside the city, with no previous ties and affiliations, which would make you lot perfect for the job. Might be able to trade a favour for a favour, if you're interested."

Clement Twice-Born |

Clement lets his mouth hang open for a moment as he considers.
Buttoned up Therassic Spire. Some sort of problem?
Augurs. Trolls. Conflict with "Ardoc" family. Need outside help?
Clement closes his mouth, as it seems fate has stepped in and provided them two means to learn more about wherever an old artifact might be tucked away.
"Thanks Gav. You've earned your first tip."
Clement digs around and pulls out two more gold coins before tossing them to the youth.
"Who are these Ardocs? And why do they need someone from the outside?"

Bibic |

Bibic grins at the thought of Troll Auguries. "Might be nice to have some favors owed to us by a bunch of trolls." Trolls!
"Let's see if we can help them. I mean if it doesn't take too long of course. If it's quick."
He looks to Spasi, "We're not in any particular hurry are we?"

GM Fanguar |

With the suggestion of a destination, Gav shifts direction, shoving his way through the crowd.
"Only one reason to need someone from the outside, deniability. Whatever the Augers need done, it's bound to piss off the Ardocs. They practically run Bis (one of the major city districts). They're a bunch of artificers and make a killing selling golems and the like. Scary bunch of people to have angry at you. Not that the Augers would care, but politics ya know? You got to make an effort to keep the peace."
Gav turns off of one thoroughfare onto another, "The Augurs are probably the city's most influential faction. What the lack in pure might that make up for in connections. They're a creepy all-troll religious group and read entrails to divine the future. Pretty common stuff really, except they read their own guts. Like cut open their bellies and run their finger through their insides. It's pretty gross. I mean, it's probably mostly just for show. Most everyone consults them before undertaking any major business deal or political power play, making them possibly the most informed group in the city. When you have that kind of intel, you really don't need magic. Some of them are supposed to have the real mojo.
Gav stops outside of a busy and gaudy inn named The Sorry Excuse. Heading inside you see that the place seems to cater exclusively to newcomers to the city. "Don't order anything. They double the price of everything," Gav says as he scans the common room. Catching site of a massive tusked troll sitting alone at a wooden table covered in troll sized mugs of ale, he brings you over. The troll appears incongruously civilized, with careful mannerisms, a thoughtful look, and a long purple toga with a horizontal slit in the stomach covered in old bloodstains. Bowing low, he says respectfully, "Hello, my lady. I have some travellers, new to the city, that are in need of your wisdom."
The troll takes you in with a disinterested glance and, with a clawed hand, gestures for you to sit.
"Greetings traveller's I am Vargun, how might the Augurs be of service?" She speaks flawless common.

Spasi Gaten |

Spasi keeps silent and lets his tour guide do his job. He keeps his eyes open and tries to avoid any open trouble within the strange city.
"Greetings travellers..."
Spasi looks the troll up and down, trying to maintain an open mind. Eventually, he decides its safe and takes a seat.
"My name is Spasi, and these are my colleagues: Clem, Rheese, & Bibs. Like Gav said, we're new in town. We looking for something and it's rumored that you might be able to help us," Spasi says, wondering how to even begin to explain what they are looking for...but then realizes that most of the party has overt signs of such melded on ioun stones.
"Rumor has it...actually, Gav told us, that the Augurs had some need of outsiders. Well, we're outsiders and with me leading, we get things done. Maybe we can help you and you can help us."

GM Fanguar |

The troll looks you over with a more critical eye, "Perhaps you may at that."
"I presume the boy has already explained the nature of our organization. While it's something of an open secret that many of our divinations are, shall we say, more logical than magical, this is not always the case. There are those among us who still retain the old gifts.
My brother Augustille is gifted. His visions are unique and frequently unmarketable, which is why he rarely leaves the temple. Yet someone wants to harness that ability.
The Ardoc brothers are artificers and golem crafters, the most powerful family in Bis. They run everything in that district, and we have long-standing relationships between our factions that must be maintained. Yet one of their younger members, an arrogant little tinkerer named Berkanin, has gone off on his own and arranged the kidnapping of Augustille from the very foot of the temple steps, and holds him hostage even as we speak, 'studying' my brother like one of his machines. The Ardocs have ignored our requests to rein in their rogue brother. We cannot engage them within their own territory, nor can any of our usual agents. But you are different. Bring back my brother, and we will bring you the information you seek."

Clement Twice-Born |

Clement looks to the others in turn.
Wait, I thought I was the outsider? These guys are...
"Ohhh."
Clement smiles awkwardly, but then nods his head, as if his vocalized thought were part of his response to the troll's dilemma.
"Got it. Bring back Augustille from Berkanin. Any ideas where the tinker's got him at?"
They're diviners! Of course they know!

Spasi Gaten |

Spasi looks at Clem, then Bibic, then Rheese to judge if they wanted to help out or find some other way to go forward. Since Clem's agreement matched his own, Spasi nods to the troll.
"Yeah, we'll do it. But we'll need more information on where Berkanin is and what sort of things he hangs around with. You say the Ardocs are golem-makers? You think he'll have some of them too?" Spasi looks at Rheese, then Bibic.
"We might need to make sure you guys can handle those things. I can't do much."
Spasi leans closer to the troll.
"So...what more about Berkanain?"

Bibic |

Bibic grows uneasy, "Yeah, Golems are tough. I do have a scarab that lets me sense them if I'm looking for them and helps me damage them. It's fairly cheap (2,500gp) and might be worth getting another for the Rhesus if we can find one."
He looks to Spasi, "But I'm in. Let's get this troll back to his people."

Clement Twice-Born |

Clement almost laughs as he looks at Rhesus.
"Haammph!! Rhesus doesn't need an amulet to hurt a golem!"
The oracle remembers back when Rhesus barged into Magminar's Golemworks as they burned, knocking down errant golems and pulling him from the rubble.
"He just needs a hammer! Golems are nails, waiting to be pounded down into scrap..."
Clement catches himself, realizing he's expressed a little too much zeal in the destruction of golems. He looks to the trolls to see if they're sufficiently impressed despite his claims, or if Rhesus is off-balance from his remarks. He quickly shoulders his friend, wordlessly communicating that he's glad to have someone standing in front of him as the four of them continue to risk their lives for Sheila's shards and profit.
Then, Clement has a useful thought.
"If he's into golems, do you know what kind? Each has its own 'tricks', like sometimes magic does work on them, but in a way we wouldn't want... or maybe in a way we would?"

Rhesus Ghawn |

Rhesus nods along, confident that the smarter members of the group are following.
"Golems? Yeah I can handle them. Might be better we get another of those fancy scarabs like Bibic's got, then we don't spend as long getting the job done."
The Shoanti flexes to impress his temporary employer.
"That right, those golems ain't got a chance."
He pats his bicep once more for extra emphasis.

GM Fanguar |

The Troll shrugs. "Berkanain is a minor offshoot of the main family. He's a wizard and I'm sure his villa is full of the usual mechanical monstrosities the Ardocs are known for, but I haven't bothered to look into the specifics.. Berkanain's villa is on one of the outcrops in Bis, I'm sure the boy can take you there. "
There is no timetable on this one, so feel free to stock up on anything you think you might need.

Bibic |

Bibic stocks up on... information.
If the party will delay the attack until tomorrow...
Bibic, with the boys help, will seek out information about Berkanain and the Ardocs while the rest of the party shops and cavorts. He's wondering if Berkanain can be seen to be a rogue element. In other words, can we avoid a blood feud with the whole Ardoc clan?
Gather Information: 1d20 + 14 ⇒ (14) + 14 = 28

Spasi Gaten |

Spasi grimaces at the lack of quality information from the 'oracle', wondering if the troll would really be able to fulfill his end of the bargain if he can't get a decent floor plan of a well known manor. However, he keeps his lips tight until after they make their goodbyes.
"Well, that wasn't very helpful," Spasi grouses to Bibic as the elf tries to be productive. "He could have done more for us, to help us succeed, but he didn't. Maybe he doesn't want us to succeed. He just needs to show that the clan made an effort...but he personally stands more to gain," Spasi continues to grouse.
"Yeah, we should prepare for golems and other random crap like that," Spasi notes, cracking his knuckles as if preparing for a wizard's duel. He looks to find Gav.
"Gav, we're going to need the markets. We need some powerful magics."
Let's shop, and ask questions.

Clement Twice-Born |

Clement's shoulders shrug ever so slightly.
Shouldn't these guys know more? If they don't even know what kind of golems protect Augustille how can they know where the shard is?
Clement considers bringing this point up, but being in a room of trolls who might actually be able to help them, decides against it until they are outside.
"Yeah, I mean... how will they know where the shard is if they can't even tell us what kinds of golems guard their brother?"
Clement decides to ask about the markets to see if anyone knows anything - perhaps a delivery boy, a contractor who's worked on Berkanain's house or supplied him components for his constructs.
Diplomacy (gather info): 1d20 + 7 ⇒ (7) + 7 = 14

GM Fanguar |

@Bibic: You don't find anything to suggest that he's completely gone rogue. His family isn't happy that he's angered the Augurs, but they'll still be pissed if he's dead.
Gav looks at Spasi, ""The Wheel Unbroken is good for custom work, gov, but if you want cheap, it's Gadka down at the corner of Fever Street and Half-a- Chicken Walk."
Anything that costs under 1000gp, is available. There is a 75% that anything that costs 1000-7500gp is available and anything else can be made by custom order, but will take time.

Spasi Gaten |

Spasi thanks Gav for the news about markets, but realizes he needs to see the Berkanin hideout before knowing what to buy. He also needs to 'blow off some steam' with a visit to a Calistrian (or otherwise) temple.
"Let's see what we can find out about the place first."
Bibic, maybe you can get us some details about the hideout? Or where it is so we can walk by and take a look before deciding what we need?
Spasi has about 10K to spend.

Bibic |

Bibic notes to the group that we should disable, and not slay, those we encounter. "In as much as we can of course. I'm sure they won't get too much in a twist over a few guards, but we need to treat members of the family carefully."
"We should buy some manacles."
When he's given instructions from Spasi, he does his best to follow them.
That night, or the next afternoon if the day is already done, he'll gather information about their manor house. He'll try to get a map if he can, but if not he'll at least cobble together stories from around the bars and pubs.
Gather Information: 1d20 + 14 ⇒ (11) + 14 = 25

Clement Twice-Born |

Any insight into Berkanain? Does he do business from his home? If we were to pay him a cordial visit, what kinds of ruses could we present? Could we be interested in simply seeing his golem collection, would we buy one from him, etc?

GM Fanguar |

Gav can fill you in on the general details of the Ardocs
The root of the Ardoc family's power lies in its status as the foremost collection of construct crafters in the city. Every full voting member of the family-the official "brothers"-is an accomplished arcanist, and together they produce the wealth of constructs that help them run their district, from brutish enforcement golems to efficient construct servants and tiny spies and messengers. Not all of these constructs stay in the district, and their sale to interested customers has made the Ardocs quite wealthy, both personally and collectively
.
The Ardoc family structures itself as a government, yet it remains a gang at heart. Those who live under the family's protection pay for the privilege, and while the Ardocs are careful to never push their community members into undue hardship, those who attempt to flaunt their authority or deny the brothers payment or favors may quickly find the district closed to them, or may take a quick and unexpected plunge from one of the district's higher balconies. In return for this authority and wealth, however, the Ardocs do an extremely effective job of mediating disputes, protecting their citizens, and in general fostering wealth and prosperity in their communities. Acting as much as wandering magistrates as crime bosses, the Ardocs are renowned for their tough but fair rulings, and public attitudes toward them among their subjects range from cautious respect to outright filial devotion.
The district called Bis is one ofthe most storied vistas in Kaer Maga. Here the usual honeycomb maze of chambers inside the city's great ring wall gives way to a single enclosed, cavernous space. While the floors are cluttered with shops and boarding houses, many of which stand several stories tall, the true elite of the city have gradually crawled up the great walls ofthe chamber to distance themselves from the rabble. These are the Balconies of Bis, enormous buttressed ledes that stick out from the walls like shelves and support the manors and workshops of the wealthy, with the higher balconies being harder to reach and thus more prestigious. The lights of the balconies cascade down the walls like a glowing waterfall, while the primary light sources at the district's center are great lanterns that hang down from the ceiling 80 feet above, illuminating streets packed with residents, construct servitors both large and small, and the occasional Ardoc brother who walks through keeping the peace, offering opinions or passing sentences on criminals with his bloodstained chisel of office.
Berkanin's mansion is situated on the southwestern wall of Bis, a prominent balcony 40 feet above the floor of the district, with no other structures beneath it. From below, all that's visible is the extensive stone buttressing that supports the massive weight of the complex above. The two most obvious ways up are an arched entrance in the wall leading to an enclosed stone staircase and a complex affair of ropes and pulleys attached to a wooden platform that currently rests on the ground.
As you approach the stairs for a closer look, dozens of lines carved into the archway twist and snap open, revealing blankly staring eyes of the same gray stone. A chorus of high, discordant voices calls out: "No solicitors, petitioners, inquisitors, or social calls! This is your only warning." With a sound like shuffling cards, all of the eyes swivel to focus on the closest figure. A single tiny voice then sings out, "This means yooo-oou..."
Discreet inquiries into Berkanain himself reveals that he has recently let go of most of his staff and the he has harpy majordomo and a catfolk lover. The exact nature of his defenses are not common knowledge.

Clement Twice-Born |

Interesting. I wonder if some of his former staff could be found and encouraged to spill some details on the inner workings?
Closest figure is usually Rhesus.
Clement eyes the eyes.
He opens his mouth, closes it. He blinks a few times. He reaches for Rhesus's shoulder, but instead puts his hand in his pocket.
Which isn't easy. Because, breastplate.
"Maybe this is the wrong house? Spasi?"
Clement allows his voice to indicate he realizes it is the right house, but perhaps doesn't wish to have an open discussion with the eyes watching them.
Bluff (passing a message): 1d20 - 1 ⇒ (7) - 1 = 6
Instead...
Clement appears lost. And confused.
If we circle the complex, is there an area that seems less monitored perhaps? Is the wooden platform some sort of less watched service mechanism?

Spasi Gaten |

"C'mon, Clem, we gotta find what we gotta find."
Spasi retreats from the animated voices and warnings, worried about invading accidentally. Moving a good distance back, he looks to have a quiet conference away from Gav. He goes back to drag Clem along.
"Hey, Bibic, I have an idea. Why don't you go do some loop-dee-doo scouting for us. Here,'" Spasi reaches into his 'sack to pull out the wand of fly. "I'll give a bit of flight, then make you unvisibile, and you should be good to go scout things out. As long as you stay about 60 or more feet away, they are unlikely to see you even if they can see you, youknowwhatImean?"
Spasi casts Invisibility (8 minutes) on Bibic, followed up by a hit from the wand of Fly.
"There you go now...you have about 5 minutes of flying. Go see what you can see...how many buildings? Any guards? And the like, eh? See if you can spot the prisoner too."
With a bit more info, we'll go shopping for the right supplies (we hope) for the mission.

Bibic |

Bibic nods to Spasi, ”Got it.” he casts Heroism on himself… just in case, and flies up to investigate the building.
He starts with the outside. He flits to and fro, keeping his distance at first, but closing in pretty rapidly to peer through windows and the like. He tries to get a lay of the land, measure their defenses, find a good way in, etc.
stealth: 1d20 + 6 + 2 + 20 ⇒ (4) + 6 + 2 + 20 = 32
perception: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23

GM Fanguar |

I've updated the map to show the manse. Obviously you can't see inside.
A2: Five feet from the top of the stairs, the path passes though a freestanding stone arch carved into the form of two angels facing away from each other and blowing trumpets, backs arched and great wing tips touching at the apex.
A3: Resting on the stone floor of the district below the balcony above is a ten-foot-square wooden platform. Thick ropes run from each corner along pillars that rise up to the balcony above. A pair of lattice-like doors sit in the southwestern and northeastern walls of the platform. One corner of the platform holds a small mechanical box with a lever currently set in the down position. A number of gears, counterweights, and other mechanical components is housed within a ten-foot-square hollow stone
pillar under the balcony and just southwest of the lift.
A4: This large balcony has been sculpted and landscaped into a wide garden that runs all the way to the unfenced edge, where short vines trail off into empty space. The plant life that clusters in low mounds is a mixture ofshade-loving forest undergrowth and brilliantly colored mushrooms and other fungi. The entire garden is lit to a soft twilight by eight-foot-high lampposts with glowing yellow-orange globes at their tops, and neat stone footpaths carve winding trails around and between them.
A5: Is a close sided gazebo.
A6:This mound of detritus is several feet high and stretches almost to the edge of the balcony. Decomposing kitchen scraps, pieces of metal and wood, broken bottles, half-finished clockwork limbs, and stranger things lie jumbled together in no particular order.

Spasi Gaten |

Spasi looks over the map that Bibic sketched and nods.
"You did some good work here, Bibic. Ah yeah..." Spasi rubs his chin. "Nice that they don't have any overt ways to detect invisible infiltrators. This is going to be easy. No problem."
Spasi asks Gav to the take the party to markets, then back to a place with some solid Calistrian entertainments.
"We enjoy our day in town, do some shopping, and tomorrow, we hit this place, yeah?" Spasi says, trusting each of his companions to prepare adequately.

Clement Twice-Born |

I imagine we regroup somewhere private, like our room, to review the map and Bibic's notes and discuss plans.
Clement looks at the map for the third time this hour, rubbing his eyes.
"Yeah, I guess flying up invisible makes the most sense. Any reason we wouldn't get scrolls to fly us up?"
Clement's thinking communal air walk. 1125g for all four of us to get up there with 20,20,20,10 mins of duration split up .. vs just 3 mins in a potion of fly and 3000g of party expenses. Perhaps a pair of scrolls - a second one for leaving? Or perhaps a scroll of teleport for that?
Clement then looks at Bibic's sketch again.
"Where do we want to enter? I imagine as close as to where we expect him to be held? Basement? Or this upper room here?"

Bibic |

Communal air walk is brilliant. So that's what, ~282gp each? I say we get two scrolls in case the troll needs to walk out with us so ~564gp each. I'm in.
I'm still going to stick to my purchases though just for emergencies.
"I don't know where they'd hold him, but it seems like they view height as a protection so yeah, let's start at the top and work our way down."