Rutilus Pont
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Heal: 1d20 + 8 ⇒ (13) + 8 = 21
Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16
It takes one to know one, eh? - looking at Lady Baltwin, everything is almost spelled out for Rutilus. All the signs are ther, and they're almost unmistakable. Following the lead of his friends, he simply adds: "Yes, it would seem that you might use a bit of divine help."
Leaning closer to Lady Baltwin, he whispers: "Believe me, I worked in the orphanage before, I know how tough these little devils can be" - patting his pocket with the hip flask clearly outlined, Rutilus adds with a wink - "Thankfully, I found a way not for them not to be to loud"
The priest gives her a crooked smile, hoping his bluff will work.
Bluff: 1d20 + 2 ⇒ (8) + 2 = 10
Krash4031
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Lady Baltwin looks at Rutilus, obviously not believing you about the orphanage, but nodding in an understanding manner about the hip flask. To Boff: "Oh no, no no! I won't have any of your kind going near the children!"
As for Eolowyn and Marcus, I need Diplomacy rolls from each of you, or one can roll and the other Aid
Derik Henderthane
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Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17
She lies, why would she? Lady Ollysta Zadrian was right to suspect her, something seems off
Derik quietly says to Eolowyn "Она лежит примерно там быть не о чем беспокоиться для детей"
Derik turns to Lady Baltwin says in a polite but firm, we will not take no for an answer tone of voice, Lady Baltwin, I'm afraid we must insist. We has some skill with healing and I'm sure than since you care so much for these children you will appreciate the assistance.
Boff will not harm the children, he says as he turns to Boff, isn't that correct?
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25 Just in case, it seems like I would need to roll Diplomacy as well.
Derik uses his detect evil ability on Lady Baltwin to sense if there is evil in her.
Eolowyn
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Sarcasm dripping from her voice Eolowyn replies to Derik
Нет на самом деле? She then continues in her normal tone of voice
Вы позаботиться об этом, она, кажется, хорошо реагируют на вас.
Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
Eolowyn
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GM, we have no halflings in the party, 3 humans, a half-orc and an elf ;-).
Eolowyn follows the others in, she wisely keeps quit after her earlier discussion with Auntie Baltwin.
Derik Henderthane
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Yeah, I have all the luck in the world with the dice rolls until combat starts, then I can't roll better than a 5 to hit :(
Derik is a bit concerned about Boff not being allowed in, but he understands the prejudice of those against the half orcs. He himself doesn't trust them completely, knowing the reputation of the race though he has learned to try and keep an open mind and judge beings by their deeds, as far as possible. If Auntie Baltwin insists that Boff not enter, it will be trespassing if he does. I'll just have to try and convince her.
By the Gods I hope I don't regret this. "Auntie Baltwin, Boff shall not cause any trouble. I understand you may a prejudice against his kind, and that is not unreasonable though unfair to him, but for the short time I've know him he has been a decent enough fellow and I shall personally take responsibility for his actions if you allows him to enter. He shall give you no trouble and you have no reason to disallow his entry, unless you have something to hide?" says Derik, emphasizing his last statement, and quickly adding, "Besides the children shall be amazed at the sight of him. It might cheer them up."
Do I need to make a fresh Diplomacy roll and can we make a roll to try and identify what she just drank?
Rutilus Pont
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"It's OK Derik. If you want, I can stay out with the big guy here, we do not have to go in if the lady does not like us." - priest offers to stay outside and keep company to Boff.
Anyway, I've learned more than enough - although she'd be a good partner for a night of "Where's the Bottom of Me Glass", it sure as hell is not good quality when trying to take care of a bunch of running little devils...ahem, kids
Krash4031
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LOL! This whole time, I thought Derik was a halfling. Apparently Lady Baltwin is a little tipsy......... She drank whiskey, its obvious enough a roll isn't needed. Also, the map of Absalom will be in the campaign info now.
"No, no, no! I ain't got nothing to hide, but he ain't coming in! Say, you're not a halfling after all are you..." she leads you into her home, refusing Boff. She takes you on a tour of her home, where there are a surprising amount of cats, but not as many children. Upstairs, there is a room with some sleeping sick children, with medicine bottles on their bedside tables. Throughout the house, cats and toys lay strewn about. "Well, there you have it! Nothing to see here! This is Auntie Baltwin's Home for Recovery, where sick kids go to get better! What did you expect? " Lady Baltwin seems a bit nervous.
Derik Henderthane
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Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Derik does his best to keenly observe every aspect of the house. Everythings seems to be in order, perhaps my initial suspicions were incorrect. Though why was she lying earlier? Derik is a little confused, but feels everything appears to be more or less as it should.
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10
Eolowyn
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Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Eolowyn goes into the room with the sick children and speaks to one of them: Hi little one, how are you feeling?
She tries to stall for time, so that the others, including Auntie Baltwin move on.
Rutilus Pont
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Since Rutilus stated that he will stay outside with Boff, he will try to engage the kids.
Casting Guidance on himself, priest moves towards the group of playing kids, all the while playing with several silver pieces. "Oh my friend Boff, this day is so hot. I could really use a good strong drink. Hey kids, any chance you might know where a man can get a decent booze in here?"
Bluff/Diplomacy: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Krash4031
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Auntie Baltwin harshly whispers to Eolowyn, "Hush! You will wake the children! Come along now!"
The oldest of the children looks up at Rutilus incredulously. "Uh, we're kids. What do we know about booze?" To Boff he says, "Auntie Baltwin is ok, come play with us!"
Derik Henderthane
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"Some prayer will do these children good. We should pray for their recovery, that the Gods may bless them and aid them on their recovery."
Derik calls out to Rutilus, "Rutilus, come inside and lead us in a prayer for these sick children."
Eolowyn
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Eolowyn tries to quickly determine if these children are actually ill or not
Heal: 1d20 + 1 ⇒ (14) + 1 = 15
She then follows Auntie Baltwin on their tour.
Boff
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Boff begins playing jacks with the kids. The small jacks wih his large hands didn't go well. Accidentally, he squished a few jacks by grabbing them too hard. During the game, Boff speaks to the kids about the orphanage.
What going on at de orphanage?
Krash4031
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The children are definitely ill, some with just a cold, others with more serious maladies. Boff, I need a Diplomacy check, or another one from Rutilus since you can't beat the DC yourself... even with a 20
After the children say whatever they say after I get the aforementioned rolls, Auntie Baltwin notices Boff and Rutilus talking to the children. "Oi! Don't you brats have work to do!" she snaps at them. She look around sheepishly at the party, taking a sip of her whiskey tea. "I mean, run along dearies! We don't want to keep the Pathfinders any longer!"
Rutilus Pont
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Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23
"Mhm yes, you know nothing about booze..." - feeling rather sheepish, priest almost did not hear the call from Derik. A huge barbarian orc is better with kids than you are. Way to go man! No wonder she left you...
Distracted, Rutilus was just about to leave when he notices how good rapport Boff managed to establish with kids simply with playing to them. Not trying to disrupt the game in any way, he simply adds: "Yes, as Boff here says, what's going on around in here?"
Krash4031
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The children exchange glances. After a moment, the oldest one speaks up. "Auntie Baltwin drinks a lot, which sometimes makes her mean. Also, she sends us around town to do work for people. She says it pays for her room and board." when the children hear Lady Baltwin yelling, they gather up their jacks and run off. "Thanks for playing with us!" one of them yells over his shoulder.
Derik Henderthane
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Why does Rutilus not heed my call?
Derik turns to Lady Baltwin and says, "My apologies Lady Baltwin, I shall find Rutilus and bring him in to say a prayer for the sick children. Then we shall be on our way and allow you to get back to taking care of these dear children."
Derik leaves the room and starts to make his way to the entrance of the house where they had left Rutilus and Boff.
Derik Henderthane
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Just need to offer a prayer for the children, Rutilus can let us know what he learned and we can head back. We don't have to actually play it out if everyone wants to just wrap up. We can just say we offered prayers and head back.
Derik Henderthane
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If that is the case, and my companions are agreeable, let us meet with Guaril Karela. I haven't yet seen the docks here and that is always an interesting part of any city. Can you tell us anything more about what this request of his might be Lady Ollysta, that we may provision ourselves for the task accordingly.
Krash4031
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"Guaril and I do not speak often." she says, disapproval hanging on every word. "You will have to speak with him yourselves."
As you make your way through the crowds to the docks, the hair on the back of Derik's neck stands on end. He turns, and sees a halfling with a mustache smiling at him. When Derik blinks, the halfling is gone.
You soon arrive at the Pickled Imp and enter. 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.”
Boff
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Boff listened, but was distracted by all the items in the shop. He wandered around in the shop like a captivated child. At times, he would look at the jars so closely, he would go cross-eyed.
Boff is ready to head toward the warehouse when others are ready.
Derik Henderthane
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Derik doesn't trust Guaril and has an idea of what sort of man he is.
This whole things seems odd and I do not like it in the least. However, I have given my word to Lady Ollysta and she thinks we should do this task and so we shall.
Derik says to Guaril, "We shall recover this container for you. Is there anything else we should be aware of? Any precautions we ought to make?"
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
Eolowyn
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"Yeah right, a quick easy job" Eolowyn says sarcastically.
"That is what all Venture-Captains say, and then it turns out to be not as straight-forward as it seemed. It seem that is my lot in life, let's go do this 'easy' job"
For the record, Eolowyn protested for a while when lady Ollysta said she would stop the medicine deliveries to Auntie Baltwin.
Rutilus Pont
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"So let me see if I get this straight - you want us to go to the warehouse which is not yours, and to retrieve something which we have no proof that is really yours, for you? And if we get...khm, what's another word for "caught", in this endevour, our connection to Pathfinders becomes...problematic?" - Rutilus grimaces, but is aware that no amount of frowns which he make will change the fact that they were sent to this man, and they were required to assist him on behalf of the Society.
"Anything else wee should know before we get there and get done with this easy task?"
Rutilus is ready to move also
Krash4031
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"I have nothing else to tell you, other than to remind you that it is your [i]duty as Pathfinders to do as your Venture-Captains request. Do not forget this."[/b] he replies sternly, before disappearing into the back of his shop.
You soon approach the pier. 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.
MAPTomorrow I am going to learn how to use Roll20 for maps or something... This was way too complicated.
Marcus McLaren
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"Hmmm. Looks like no one is home. Let me listen at the door, and then check it for traps. Marcus walks slowly up to the door (M7) and listens for anyone inside, and then looks for traps on the door.
Perception/listen: 1d20 + 5 ⇒ (8) + 5 = 13
Perception/traps: 1d20 + 5 ⇒ (10) + 5 = 15
Disable device: 1d20 + 5 ⇒ (8) + 5 = 13 (if needed)
Derik Henderthane
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Derik stands by his companions distracted and conflicted. Rutilus's words still playing on his mind.
This does not seem right, why are five of us required for this questionable "simple" task. And the way Lady Ollysta spoke of Guaril, but she is a Paladin. She would not send us on an illegal mission, but she did not give us the mission, she merely sent us to help Guaril. Perhaps she did not know what he would ask us to do.... or did she?
Derik is unsure about their mission but is naive enough to trust the Society, especially since he has been sent on this mission by a Paladin.
*Sigh* 7 Wisdom after all. Poor fellow.
Eolowyn
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While everyone is concentrating on the door Eolowyn rappels down into the boat using the rope with which it is tied to the docks
Climb take 10: 10 + 5 = 15
She shouts up
"Anyone wants to join me on a bit of scouting by boat?"