
GM FurtiveZoog |

It is definitely going to be an 'inner beauty' situation.
I do initiative rolls to just make it a quick, convenient block, and I do some perception rolls when called for by the scenario ("the group walks into the room and ..."). I like to think of these as the passive, "reactive" perception rolls the rules mention. PCs can also make more deliberate rolls, the "intentionally searching" rolls that take a move action. It also seems worth a circumstance bonus (at least) to specify what you are looking for and how.
Sorry about the missed question to Ollystra.
Ollystra considers your question for a moment, and answers, "Deliver the packages and report back to us and we shall weigh the situation carefully, unless the evidence for malfeasance seems convincing, in which case return the package to us. I will trust your good judgement on that."
As Lady Adelaide travels through the city, she see just about everything imaginable, and many things that strain the imagination.
Basically, anything you would see in a medieval to Renaissance city - but, fortunately with much better sanitation and control of disease - plus bird people and the progeny of angels and devils... One thing you don't see is horses, which are almost unheard of in Absalom and the isle of Kortos. Instead, there are camels, mostly, but even such exotic creatures as giant centipedes carrying goods. Eastgate, though, is primarily a quiet, middle-class residential district.
"Hmm," say Travost and Tirelle, considering Tuich's questions. "It happens so often you kind of lose track... So many kids, after all! Not always with adults, but this is a safe, respectable part of the city. Many times with adults, which Baltwin has always told us and the others where relatives coming to visit, or pick them them up, but, well, I'm not sure I always saw the resemblance... Any age, really - not having young'uns ourselves, it is hard to say. Kids, some, teens, mostly. Home by dinner, usually."
Kawrock notices a great many cats indeed, on the lawn, on the wrap-around porch, and around the rooms, as seen through the blinds. How many it would be difficult to say.
The first group of children Tuich talks to don't seem very talkative back.
"She makes great meals, and she tells wild stories at bedtime. Those are fun!" They seem to be in agreement, but you're not sure how much of the story you are getting or not getting.
"Is that a tengu and a tiefling over there?" they ask, "We've heard about them, 'specially tieflings, in Auntie Baltwin's stories."

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Tuich looks over her shoulder, surprised the pair came close enough to be spotted. "Why yes, yes they are. That's Mister Kawrock and Mister Vyk. I've only just met them today but they seem very nice. Are the Tieflings in your Auntie's stories nice?"
She leans forward conspiratorially and lowers her voice. "They're standing waaaaaay over there because they didn't want to frighten any of you. But you know what? I think you'd like them! Mister Kawrock's funny sometimes. And see all of Mister Vyk's horns? He makes jokes about how hard it is to find a hat that fits!"
"Say, want to see something fun?" She pulls a pebble from a pocket in her robe and holds it out towards the children. "Watch this!" She lets the pebble go and, instead of dropping straight to the ground, it flies off to the side, landing fully ten feet away. "And a long time ago I had a friend named Mira who found a magic rock that liked horseshoes! There's lots of fun and wonderful stuff in the world, but you have to keep your eyes open and take the time to see it. A lot of adults never even notice, so busy with work work work!"
"How about your Auntie Baltwin, is she busy busy or does she get to play with you and have fun and stuff?"
Let's see if we can do any better with a second round.
Diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10
Sense Motive: 1d20 + 3 ⇒ (17) + 3 = 20

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"These stories are interesting, but gossip is hardly evidence," whispers Adelaide to the rest. "I should like to confront this Baltwin, under the authority we carry as Pathfinders, and ask to see evidence of what she has done with previous donations. Shall I go alone, or shall we go together?"

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“Calling what the Pathfinders have ‘authority’ might be straining the definition of the word, Adelaide. They’re influential to be sure. And they can certainly swing a heavy purse to make some problems go away.”
Vyk looked thoughtful. “But I suppose you’re right. The direct approach might be best. And, yes, we should all go. Strength in numbers, and all that. Still, let’s give the others a little more time. Perhaps they can find a clue.”
It was then that Vyk noticed some of the children staring at him.
“Ah, hell fire. Hope I don’t scare the little ankle-biters.” Vyk waved at them with a smile he hoped was non-threatening.
Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8
Flee, children! Flee!

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Slowly raises his right hand to the hilt of his nodachi. "I do not wish to alarm anyone, but there are a large number of cat beasts protecting that dwelling. They are small but they have enough numbers that should they mount a coordinated attack they could possibly take one of us down. If we are to proceed to the house I think we should do so with caution."

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Seeing that the questions in town aren't leading anywhere, Eurydes approaches the kids playing outside. Unfortunately, his attempt to be friendly by kneeling down to talk is misinterpreted.
"It sounds like 'Auntie Gilgas' is a nice, if odd person," Eurydes says, "can you tell me more of her?"
Diplomacy 1d20 + 6 = (2) 8
Is this Sense Motive roll high enough to tell if the children are under compulsion?
Sense Motive 1d20 + 2 = (13) 15
Going over this, I couldn't think of a joke, so I decided to RP him in a way that his size works against him. The Sense Motive might reveal something, though.

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Seeing the prevalence of cats, Eurydes sneezes. "Damn furballs! The little things drive me insane!"
An odd idea occurs to Eurydes and he quickly scans over the children for animal-related injuries.
Weird question... do any of the children have unusual animal bites on them? A number of nasty curses transmit by bites.
Perception 1d20 + 2 = (18) 20

GM FurtiveZoog |

Using Sense Motive to sense enchantment is a DC 25 for most things, or a 15 is the person is dominated. You both feel that they are acting normally, as far as you can tell.
Eurydes, it doesn't look like you are using the standard messageboard dice roller. You can see how to so it in the "How to format your text" spoiler below the message box. Your last roll would be entered like this: [d ice=Perception]1d20+2[/dice] - fixing the word "dice", of course. Then processes to look like this: Perception: 1d20 + 2 ⇒ (1) + 2 = 3 (hopefully with a better role...)
The children look mostly healthy to Eurydes, recovering from all of the standard illnesses of the city. They don't appear to be injured or abused in any way, at least that you can see.
Tuich is unable to elicit any more information from the children, but does sense that they are holding back.
The children do seem to sense, however, that it is time to stop what they are doing and go inside the house. "Go fetch Auntie Gilga, she has visitors!" you hear them say.
I'll presume you now go to knock on the door.
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. Strewn about inside are 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.
Opening the door, you see the distinguished proprietor, Auntie Gilga Baltwin.
"Yes, what do you lot want then?" she asks, not even trying to soften the rudeness in her voice.
You can spot broken blood vessels in the eyes and nose, shaky hands, glassy eyes, and a fine sheen of sweat on the woman, all indicative of alcoholism.

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Taking up the rear and keeping his back to the group. "I will keep an eye out in case the cat beasts try a flanking maneuver." He then quickly looks over his shoulder when he hears Gilga's voice. Upon seeing her visage his lower beak drops in shock and surprise.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Heal check: 1d20 + 3 ⇒ (1) + 3 = 4
He is obviously to shocked by her appearance to make a proper heal check

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Adelaide is taken aback but attempts to keep her expression neutral. Whatever she had expected of "Auntie" Gilga, this was not it.
Heal: 1d20 + 0 ⇒ (3) + 0 = 3
The lady's rather abrupt greeting leads Adelaide to change tactics- Intimidation would be useless here. Her face lights up as she leans toward the woman.
"At last, we meet the lady we've heard so much about! Auntie- may I call you Auntie?- your patience and charity have been spoken of quite highly to us. " Her eyes seem to sparkle with religious fervor. "Truly the light of Sarenrae shines from you, for as she has said: whoever cares for the welfare of children unselfishly is a saint and a blessing to all she meets."
Alright, let's see how first impressions go.
Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14
Sense Motive: 1d20 + 4 ⇒ (7) + 4 = 11
Edit: drat! So close!

GM FurtiveZoog |

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
Bluff: 1d20 + 8 ⇒ (9) + 8 = 17
SM: 1d20 + 8 ⇒ (15) + 8 = 23
LA's SM: 1d20 + 4 ⇒ (19) + 4 = 23
"Well? Get to the point, or are you just going to stand there all day getting in the way? I've got a lot of good meals to feed a lot of hungry mouths!"
Lady Adelaide senses that she is not just busy and harried - she may be a little worried about your arrival, and more than about how many hungry mouths she has to feed.

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Heal: 1d20 + 1 ⇒ (13) + 1 = 14
Even hanging back at the porch steps as she is, Tuich can see the house mother has a serious problem. She focuses on the conversation, looking and listening for any subtle clues as to what drives the woman.
Sense Motive: 1d20 + 3 ⇒ (5) + 3 = 8

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Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Heal: 1d20 + 6 ⇒ (14) + 6 = 20
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
Being larger than the woman, Zander tries to peer past her into the room for any clues that may aid him in his questioning. He does notice the appearance of the woman, sighing slightly inward as it is not yet mid day. "Milady, We are here to deliver the parcel of supplies from the Silver Crusade, but in doing so, I can't help but notice your general appearance. As a priest of the Rose, I have seen my share of those addicted to the drink, though, probably not as much as those that follow the Drunken God. As such, I have a trepidation about what may come of these supplies. Would you permit me to enter your home so that we can discuss your vices and the best course of action for the children under your care?"

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Perception: 1d20 ⇒ 18
Healing: 1d20 ⇒ 1
"Drunken Hero, Vyk corrected absently as he took everything in, looking everywhere but at Auntie Gilga.
He frowned in particular at the smell. This was no way to run an orphanage.
"This is why I don't keep a familiar, he said quietly to himself.

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The building is in rather fair condition, isn't it?
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Adelaide's eyes shot to Zander. Vices? Addicted to drink? She took a closer look at Auntie Gilga and began to notice her condition. Poor woman, she thought sympathetically. Drunkeness's a curse all on its own, and almost as hard to be rid of. She gazed around the upper-class home. She seems to be handling her responsibilities rather well, at first glance.

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Sorry missed that. I'll retcon the text when I get home today.

GM FurtiveZoog |

"Ha!", Auntie Baltwin laughs at Zander's comments about drink, " Seems most days you need it if you want to make it through the day in this house. These children are killing me!"
She looks at Zander grudgingly, but decides to let the group inside, "Oh, OK... Come in for some tea, then," she says, with a momentary lapse into politeness. "And don't scratch the ceilings with that pointy stick of yours! Do-gooders! Prance around happy to kill monsters, alright, but don't know a lick about real people doing real work!"
"Wait, you," she says to Tuich, followed by a momentary pause, as if to think of the most insulting slander about Varisian possible: "Don't steal anything; besides, we don't have any [b]babies around here now."[/b]
"And this!," she points an gnarled finger at Kawrock, "Is it 'trained'? I keep my floors in good repair and free of filth."
The inside does appear to be in good condition, although there is a definite mixture of odors arising from so many children, cats, and the cooking of food.
Vyk Tyr notices her splashing an extra ingredient - some whiskey - into her tea.

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Aaaaaand there it is, thinks Tuich as she sighs at Gilga's taunt. Quicker than usual, but it always comes eventually. Then she almost giggles at the ridiculousness of that insult immediately following accusations of being a "do-gooder."
"M'am," she says with a polite bow, "as I shouldn't want to concern you over what I might purloin, I'll just wait outside. May the True Spark bless you with a glorious day!"
So saying, she turns and descends the porch steps, then walks down the street.
Once she's sure Auntie is engaged in conversation, she'll endeavor to stealthily get to the back side of the home (ducking over to the alley a few houses down, if that's an option) to look/listen through any rear windows or, if there are children or people in back, try to strike up a conversation and extract information. A couple of rolls if you need them...
Stealth: 1d20 + 2 ⇒ (9) + 2 = 11
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20
Sense Motive: 1d20 + 3 ⇒ (12) + 3 = 15

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"Come now, Auntie, there's no need for such harsh words between us!" Adelaide attempts to keep her tone light and cheery, although inwardly grimacing at the woman's remarks. Funny that she didn't add Vyk to her verbal hit list, she notes. Though maybe she's just saving him for last.
She takes tea when offered; her view of the new room comes in sips over the rim of her cup. I assume we're in a parlor or kitchen of some sort. Can we see any of the children who are doing chores? Does anything look "new" or strikingly different than what we've seen so far of the house?
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
"We are here for the same reason that you are, after all; we want to see that the children are being cared for in the best manner possible. How long have you been in business, Auntie?"
Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10

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Clicks his tongue in amusement at Gilga Baltwin's comment. "I am trained with the use of over a dozen bladed weapons, a skilled user of nature magic and I can speak 5 languages. How 'trained' are you?". Glares at her as if daring her to reply to that.

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Vyk’s eyes narrowed at the casual racism thrown Tuich and Kawrock's way.
Forgive me, Cayden, but it’s for a good cause.
Under his breath, he said a minor word of power, and vaguely gestured toward Auntie Baltwin’s tea. He used a spell of Prestidigitation to make her tea taste like sea water.
Waste of good whiskey, he lamented.

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Zander is amused as everyone leaps to each others aid. "Now now, as Adelaide says, such harsh words are not necessary. You talk of hard times with the children. With so many, I can understand that. Do you need help with them beyond the aid the Crusade gives? I hear the sounds of sickness from the rooms above, do you need me to see to them? While I may not look it, I have spent time practicing more traditional medicine."
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22
Heal: 1d20 + 6 ⇒ (17) + 6 = 23

GM FurtiveZoog |

She's written, btw, to be just about the most unpleasant person possible, especially as to different races and to classes. So, not just a mean-spirited GM...
Sorry I left you out, Vyk, but the boards went down for me before I was finished being insulting.
Auntie Baltwin snorts at Kawrock's response, apparently not having a good retort.
She leads you into a downstairs sitting room for tea, and, as she fetches the tea, Lady Adelaide is able to gain a peek in the kitchen where she sees a half-empty bottle of whiskey, along with a nearly empty bottle in the sitting room. (Nothing else seems unusual about the children or the chores they are doing.)
"How long in 'business'? Well, I don't think about it as a business. I was the oldest of nine, and cared for all of them, and then for my own children, and now all of these other children."
Vyk's SM: 1d20 + 0 ⇒ (1) + 0 = 1
After Vyk's words, she eyes him strangely for a moment, then takes a sip of tea before spitting it out. She shoots him another look, but he can't tell exactly what was meant by it.
Tuich, going around back, finds some more children doing yard work and others playing and, perhaps because of her palpable relief at leaving Auntie Baltwin's company, speaks well and easily to them. The generally agree that Auntie Baltwin is a mean lady who makes good food and tells good stories.
Make another Diplomacy roll.

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Oh, a 20 isn't good enough for you, eh? Alrighty then, as you wish:
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
HAH! Take THAT, DiceBot!

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"How long in 'business'? Well, I don't think about it as a business. I was the oldest of nine, and cared for all of them, and then for my own children, and now all of these other children."
Vyk shifted uncomfortably as Auntie Baltwin spoke. He had meant to remain quiet, since he knew that people didn’t respond well to him, and this mission required a bit more of a deft hand. Instead he sat there a while and stewed.
And then finally, he couldn’t help himself and said with barely held back hositility, “If it’s not too much trouble, perhaps you could introduce us to the rest of your staff. Obviously, this is far too large a job for one person.”

GM FurtiveZoog |

Auntie Baltwin pauses at Zander's words, and then, reluctantly, agrees to show you upstairs. "I don't need freaks and ruffians disturbing the children: Watch where you point that thing!"
You sense that there is another reason she is reluctant to have you poking around.
"Yes I could always use more help - you can tell that to the Silver Crusade - but it is only me here, managing all these children."
~~
Tuich continues talking to the children and one, looking over her shoulder first, confides, "Auntie Baltwin makes us go out and do chores in people's homes. People come and get us and then we get dropped back off at the end of the day. I don't mind keeping busy and helping out, and Auntie Baltwin says it's what pays for our room and food and things."

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Since he is not very fond of her he starts keeping a closer eye on her words and actions.
Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19
Hoping that his fellow pathfinders are keeping her distracted he trys to sneak off and search the house
Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

GM FurtiveZoog |

Kawrack, Are you searching upstairs where the group is going or downstairs?
When the party goes upstairs, Zander sees that the children do seem to well-treated and are in various stages of recovery from various maladies. He also notices that it appears that a lot of home remedies are being used, although they are likely effective.

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"Auntie Baltwin says it's what pays for our room and food and things."
Or her whiskey, Tuich thinks cynically. But at least it's better than my earlier fear of her selling children to "adoptive parents" or into slavery...
"Well that's not fun then, is it! But you do get to have fun other times, right? Or are there lots of things you have to do that aren't fun?"
And then a bit later...
"Ooh, I'm getting thirsty. I'm going to slip into the kitchen and get a glass of water, okay? I promise to be really, really quiet so I won't bother anyone inside. Auntie and my friends are having a nice conversation and I don't want to disturb them."
That's a bit presumptive so I'll wait for a GM okay before proceeding.

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I don't think any of our characters have reason to give her the benefit of the doubt, as far as "does she have an ulterior motive" goes.
Sense Motive: 1d20 + 4 ⇒ (15) + 4 = 19
When upstairs, Adelaide kneels at the bedsides of various children, tending to them in a small way: wiping a nose, holding up a cup of a drink they have nearby, putting a cool hand on a sweaty brow, adjusting a blanket.
Healing is definitely not Adelaide's strong suit, but do any of the illnesses seem to be related to each other? Like, are they all running fevers with snotty noses, or are they all sick to their stomach, or are they just sick in random ways? What percent of the children are sick (estimate)?
Heal: 1d20 + 0 ⇒ (3) + 0 = 3
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
If her SM is high enough, Adelaide will pay attention to any closed doors upstairs, seeing if Auntie or the children have any noticeable reaction to a specific one. She will try to keep Auntie talking.
"My, you weren't exaggerating," Adelaide remarks, seeing so many sick children in one place. She keeps a tone of glibness. "You must have the patience of the saints themselves to keep tending to these children. How do you find the time to do it all? You must tell me your secrets; I could use a few more hours in my day!"
Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9

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GMFZ, is there a definitive end to the encounter, or do we just keep going until we’re satisfied? IMO, we have enough to make a solid report to the Crusade.

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"After seeing how hard you're working for these children, Gilga, I'm sure I can think of many things to say to the Silver Crusade about your situation. If nothing else, I'm sure we can guarantee you'll have lots of people coming by to help you. And perhaps, it's time you passed on your -- burden to another? You've already done so much for these children. It would be a crime to ask you for more."

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Continues searching downstairs if uninterrupted.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
If/when he finds something locked
Pulls out his high quality thieves tools.
Disable device: 1d20 + 8 ⇒ (4) + 8 = 12

GM FurtiveZoog |

Tuich, you can go inside, since everyone has moved upstairs.
Zander, it ends with a sudden Darkness, at which point the cats and 'children' descend on the party with fangs and claws!
Actually, this one doesn't have a clear end, and the answers can be morally ambiguous or open to interpretation.
Lady Adelaide, aided by Zander's knowledge in such matters, judges that it is just a representative cross-section of illness common to children and to Absalom. It also appears that the treatments - along with bed rest - are working, as some are clearly in the recovery phase.
Lady Adelaide seems to have noticed Auntie Baltwin flinch at the word "crime" in Vyk Tyr's speech.
Left alone, Kawrock does a little more thorough of a search and finds stashed - as if hidden - donated medicines from three different charities.

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Thank you!
Stepping inside and closing the door as quietly as she can, Tuich pauses to invoke Guidance for herself, then begins to search the kitchen for anything interesting and/or incriminating (immediately noticing the whiskey bottle, of course).
The Guidance is for a tiny stealthiness boost, since it's kinda important for her to not be a total klutz at the moment.
Stealth: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Perception: 1d20 ⇒ 9
Shoulda put it on Perception, I guess!

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Wonders what these medicines might be for and why they are not being used on the sick children upstairs.
Heal: 1d20 + 3 ⇒ (4) + 3 = 7
Proceeds to search the place if there is anything left to search.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

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Baltwin's flinch at the mention of crime does not pass without acknowledgement. But... The children seem to be safe and cared for here. What's going on?
Adelaide will guide Auntie Baldwin (and the rest of the upstairs group, if they're willing) to the side of the room, or an unoccupied room nearby if it is open and visible to someone coming up the stairs. She does not wish to hash out whatever it is in front of the children.
Adelaide stares down Baltwin, and begins in a calm, serious tone. "It's time to stop evading our questions, ma'am. Why are you afraid of us? What is it that you don't want us to see?"
Her gaze does not waver an inch from the woman's face. "Are you a criminal, Auntie? How can you say you are helping these children if you are resorting to malfeasance?"
Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17
Edit: if Vyk and Zander want to instead head out, Adelaide will motion them on, with the understanding that she'll join them in a few moments. She wants answers from the woman, if at all possible.

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Tuich will continue her search onward into the next room(s), asking Ashava for Guidance on where to look this time! At the first hint people are returning to the stairs she'll head back outside the same way she came in.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14

GM FurtiveZoog |

Bluff: 1d8 + 8 ⇒ (6) + 8 = 14
"I am only shocked and surprised that you think that a little old woman like me, caring for so many children, could possibly be doing something wrong!"
(Lady Adelaide senses this isn't the truth.)
"Alright then, I do drink too much, that I freely confess! It's been hard, doing all of this all by myself, with so little aid, and so many responsibilities - all of these poor children!"
"By Sarenrae the Redeemer, I throw myself on your mercy and promise to get help and put an end to the drinking!"

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Intimidate: 1d20 + 3 ⇒ (4) + 3 = 7
Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
This blatant attempt at pandering enrages the paladin, who slams her fist against the wall near Baltwin's head. "You will not pilfer the generosity of the Dawnflower with your haggard, lying tongue!"
She lets out a shaky breath and collects herself. When she speaks again, there is a hardness in her voice, but she has reverted to her usual polite manner.
"It is in your best interests to be honest with me. You can become whole again; you can find peace from the drink that is destroying you. You can find rest. You can find hope... You can be happy, for once in your years, but only if you are honest. True repentance can bring true life, and I truly want nothing for you but that. But if you lie to me one more time, Auntie Baltwin, there will not be a person in Absalom who suffers for it... except you.
I ask you one final time. What are you hiding from us, and why?"
Sense Motive: 1d20 + 4 ⇒ (15) + 4 = 19

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Having been discovered by what he believes is the leader of the cat beasts. He quickly gathers up the hidden medicine and heads upstairs. "I found these hidden downstairs. Not sure what they do exactly but maybe one of you can figure that out."

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"Maybe we should just call the watch to have all of these misunderstandings straightened out, shall we?"
Vyk laughed.
"I suppose we could do that. I wonder, are you genuinely not afraid of the guard? Neat trick. So are you crazy, stupid -- or does dear old Auntie Baltwin have friends in low places?
A round of Sense Motives from everyone, I think.
Sense Motive: 1d20 + 0 ⇒ (9) + 0 = 9
And then Kawrock walked in carrying some bottles.

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"Well then you won't mind if my friends use these on the sick children then." Starts handing bottles to Zander and Lady Adelaide.
Sense motive: 1d20 + 3 ⇒ (19) + 3 = 22

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Heal: 1d20 + 0 ⇒ (4) + 0 = 4
Adelaide shrugs off the taunt, embarrassed at letting the old woman play her emotions so easily. She looks at the bottle in her hand, but seems quite at a loss of what to use it for. "Eh... Which ones do I give this to?" she mutters to whoever seems to know what they're doing.
She wonders how Auntie will react to Vyk calling her bluff.
Sense Motive: 1d20 + 4 ⇒ (17) + 4 = 21