Illias Echoe |
(size permitting) Illias puts the found supplies in his pack for safe keeping and carries the note in hand. Ignoring the "Headmistres"'s command Illias Enters the home with Titan in tow at his heels. As he enters he calls out for his party members to show them what he has found.
"Luthor, Kurth, Zeriah, do not let her out of your sight, she will not receive any assistance from the pathfinders. Seems she has been selling the supplies for her own pocket.Where can I find you?"
Luthor Roshan |
"Hmmmm, well that is disappointing."
Luthor goes with Kurth up the stairs, to check on the children. He stops and carefully looks at the children to see if they are actually sick.
"Its alright little ones, I am here to help. It wasn't all that long ago I was in your shoes. Now look at me, a proper Pathfinder I am. "
Heal Check: 1d20 + 7 ⇒ (16) + 7 = 23
Kurth, Bringer of Civilization |
"Zeriah is with her right now. We are on our way to check on the childre."
Kurth replies to Illias when they bump into each other in the hallway.
He points in the direction where Zeriah and the woman are.
Then he follows Luthor upstairs.
Perception: 1d20 ⇒ 5
Heal: 1d20 ⇒ 1
"I think these children have the plague. Don't get close to them, Luthor."
Kurth puts a cloth in front of his mouth and backs out of the room.
Illias Echoe |
Illias enters the room with zeriah and gilga."By the looks of things you've made a good run of it gilga. I hope you've enjoyed it. The neglect and miscare of these kids will by no means go unheard. No doubt you will be begging for your next meal. If you walk free. "
GM Henry Fortuna |
Just going gloss over Kurth for now. If you have anything to add, just go ahead.
You return to the Temple of the Shining Star and bring the children with you. A few clerics relieve you of the kids and one will take the supplies from Illias. Zarta is glad that you found out about Gilga and helped the children. She hopes that you may be of service in the future and bids you farewell.
You leave the temple and head to the docks, the last place on your list. It is a decent walk and you arrive in the late afternoon. You find The Pickled Imp, Guaril Karela's curio shop, with a little difficulty, but easily nonetheless. You open the door and head inside.
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."
He gives you directions to the warehouse and you make your way there. Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene.
Illias Echoe |
In the shop? Odd. I wonder if she was dropping eaves. In any case, Lets get in and out of the warehouse as quickly as we can, Valsin wants this completed today. Lets have a look around and see what the easiest way in this place is. Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Kurth, Bringer of Civilization |
The Gilga quest:
It took a while to convince Kurth to help handle the children. Eventually he agreed reluctantly, under the condition that the clerics of the silver crusade check out all the kids, and Kurth, for any sign of the plague.
Of course, they didn't find any sign of a disease.
On the road to the warehouse:
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
GM Henry Fortuna |
The pier this 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.
Illias Echoe |
Illias points out the key that he noticed to his companions, once retrieved they find the lock that it fits and enter the warehouse and immediately begin searching for the crate with the three crows.
If needed Perception: 1d20 + 12 ⇒ (1) + 12 = 13
GM Henry Fortuna |
The key fits the locked front door. Darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.
Kurth, Bringer of Civilization |
"I saw that woman before. This morning, when we left the pathfinder lodge. She must be following us. Fidgety, yes. But I don't think she looks creepy. Maybe a fan?", Kurth says as the group enter the warehouse.
Kurth draws his sword.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17 (he is more looking for an ambush than for the box)
GM Henry Fortuna |
Nothing moves inside of the warehouse. Perched in the middle of the hole, teetering on split planks, sits a large crate stamped with three crows arranged in a triangle—the very crate the you have come to find. Handholds cut into the stout wooden crate ring the rim. Other barrels, boxes, and crates sit stacked along the walls of the warehouse. Just inside the door sits a handful of crates and kegs of beer. Most of these smaller crates and barrels contain foodstuffs in various states of freshness. Some crates reek of rot. Stacks of simple coffins sit against the east wall. The rest of the crates stacked along the north and south walls contain simple sundries including, but not limited to beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons.
A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall.
You are fairly sure that the planks holding the box up probably will not support all your weight.
Illias Echoe |
Illias looks for a way to lower the crane Perception: 1d20 + 12 ⇒ (7) + 12 = 19
If found Illias uses the coils of rope and nets to rig to the crane and slip under the crate. If unable to find a way to lower the crane he gets to work trying to reinforce the planks with the timber and nails in the crates.
GM Henry Fortuna |
As you start hauling timber to patch the hole, three vicious dire rats come crawling out from behind the crates, their eyes filled with hunger.
Initiative:
Illias:1d20 + 1 ⇒ (14) + 1 = 15
Zeriah:1d20 ⇒ 5
Luthor:1d20 + 1 ⇒ (19) + 1 = 20
Kurth:1d20 + 1 ⇒ (5) + 1 = 6
Dire rats:1d20 + 3 ⇒ (3) + 3 = 6
Here is a MAP with your positions.
Round 1: Luthor