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Ah, its still around? Well, dang it :'D I can't hit it without a crit since cover and melee penalties xD I guess I'll do what Dravil says
Raharjo takes out his "just in case" light crossbow "I'm sure it won't be needed, but I'll go for bit of target practice if that rat still lives after Shallya's 'brilliant' tactical move."
He moves to position where he can see the rat and readies to shoot it if it lives at end of the turn.
Raharjo, are you moving yourself on the map? You don't seem to be in a position to see the rat or shoot at it...

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It will have cover, but you can get a shot off/
Raharjo attack: 1d20 + 2 - 4 - 2 ⇒ (9) + 2 - 4 - 2 = 5
Raharjo misses, but Molos' blade comes down, ending the final rat.
Out of combat
Now that things are quiet in the warehouse, the question of how to recover the box remains. Creativity is encouraged here. Tell me what you're trying to do, and make a skill check you think would be appropriate. Several of you were discussing using the boat earlier.

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After this I'll likely be unavailable until tomorrow evening. Off to a convention. Feel free to play Shallya as seems appropriate
"Nicely done Molos. So, for the crate. I'd suggest that I just slowly go over to it across the planks, taking this rope. Tie the rope around it and then we can just pull it in"
If the group has a better plan that is fine with Shallya. If the group likes my plan, I'd go carefully and cautiously to where I've moved my token, then VERY slowly and cautiously from there.
perception to get to where Shallya is on map: 1d20 + 3 ⇒ (19) + 3 = 22
acrobatics to get to where is on map: 1d20 + 10 ⇒ (14) + 10 = 24
If permitted, would then take 20 on perception to look for broken floorboards. 23. If not allowed, perception: 1d20 + 3 ⇒ (5) + 3 = 8
acrobatics to get to crate: 1d20 + 10 ⇒ (18) + 10 = 28
If required reflex save if something goes wrong: 1d20 + 6 ⇒ (15) + 6 = 21

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I'd allow some options. A different scenario allows Knowledge (Nature) for maneuvering a boat. Survival would be OK, as would Swim if you wanted to tow it over. Straight Wisdom or Dexterity checks could work too.
If you have a suggestion for how you might reasonably use something else, I'll probably accept that too.

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"I'll go down and row the boat over," he says while heading outside, "Watch my coat and my other belongings would you, wouldn't want them to get wet."
Going outside, Dravil take off his things and pulls the rope in for the boat, then attempts to climb down into it using said rope.
Climb: 1d20 + 2 ⇒ (9) + 2 = 11

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Molos pulls out his rope and grappling hook, ties the loose end around his waist, and then walks up to Shallya and offers him the grappling hook end.
"Who else strong? Help pull crate - may be heavy."

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"I can try to help, but I'd rather not get too close to the water. Calcifer is much stronger than I am. Should I summon him?"

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Sorry, was holding off because weekends are often busy for people, in case anyone else wanted to chime in.
Dravil hops into the boat, ready to rescue any falling crates and/or Pathfinders. Shallya quite gracefully maneuvers over the creaking, decaying beams to secure a rope to the box. Molos is just barely able to drag it onto solid ground.
The rescued crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds.
The crate also contains 10 sets of masterwork thieves’ tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch (one container), three bags of powder, a deck of marked cards, and two sets of average loaded dice

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"Excellent. It looks like we have what we came for. Well done everybody. I'd suggest that we split up the remaining contents of the crate. What do people want?
I pretty much don't need any of this. So, I'll let you all pick what you want and take whatever remains
Once we're done looting the place to the ground
"So,lets go off to meet this Ollysta Zadrian. The Ascendant Court is that way, isn't it?"
Take 10 on knowledge local (16) to vaguely know where to go

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While the others are lowering the crate, Cara rummages through the warehouse, occasionally looking at something before either shoving it in her pack, or tossing it over her shoulder.
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
She snorts.
"Auntie says Ollysta is a big fuddy duddy and doesn't know anything about how to run a Lodge."
She perks up when the crate is opened and quickly sifts through for lightweight items that are either useful, sale-able, or edible.
Appraise: 1d20 + 4 ⇒ (16) + 4 = 20

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"Those flasks of alchemical fire would be handy in an emergency. I'd take them. Hold on, we still have to deliver the merchants things before we head to Ollysta, unless we'd all like to split up?" Dravil yelled up from the boat.
It was kind of fun on the boat, his mother had always said his father had been born a natural sailor. Of course now that the need for it was no more, he quickly went to climb back up it.
Climb: 1d20 + 2 ⇒ (15) + 2 = 17

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"Yes, alchemist fire very good. Molos take one if ok."
Molos checks out the bags of powder to see if they're anything he could use in cooking.

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Shallya watches Molos looking at the powder and obviously is about to say something. Then apparently he realizes that it might be better to shut up.
"No Shallya. Do NOT trick the tiefling into using the powder to cook. Do NOT do that. Bad idea. He might get upset and hit me. Besides, he seems like quite a nice person"

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Returning to Guaril, he takes the package with a smile, "Thank you for your assistance in this little transaction. I'll be sure to mention your performance to Ambrus. If you're ever interested in doing a little more business, you know where to find me. My colleague Aaqir al'Hakam would be happy to meet with enterprising folks like you as well.
Leaving the Pickled Imp, you have over a mile between you and your destination in the Ascendant Court. The transition from the Docks to the Coins district is subtle, as warehouses begin to give way to wholesalers, and then higher end shops, law offices, and all sorts of business. Weaving your way through the Grand Bazaar, you make it to the Ascendant Court, the center of the City at the Center of the World.
Temples to virtually every socially acceptable deity (and a few disreputable ones) line the streets, as well as stores selling all manner of religious paraphenalia. Heralds walk the streets, singing the praises of aspirants preparing for the Test of the Starstone, competing for attention from preachers on soapboxes, who shout about everything from Aroden's resurrection to Golarion's impending annihilation.
The Temple of the Shining Star is the center of the Dawnflower's worship in the city, and the massive domed structure is one of the largest temples in the district, and its soaring minarets make it easy to find.
Ollysta Zadrian meets you on the broad steps outside the temple. She approaches you with open arms.
"Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold.
“Do you know of the Silver Crusade? After discovering so many selfish factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society.
I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?”

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I sure hope Baltwin's rats don't bite as hard as those at the warehouse. Pathfinder delivery service isn't easy.
Wailan sighs, "Let's get on with it then..."

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"We shall make haste at once," he bowed to Ollysta, redressed in his armored coat and axe, "such abuses will be watched for. Hopefully it is not the case and the resources are not being squandered by headmistress Baltwin."

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Cara stares at Ollysta, unblinking, and chews her lower lip nervously.
"Why are you wearing all that armor in the middle of the city?
Are you afraid someone's going to hurt you?"
She cackles and scampers off ahead of the group.

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Bewildered, Ollysta starts to respond, "It's symb- before realizing Cara isn't listening, and halfway gone anyway. Instead, she wishes the rest of you well, and turns to head back inside.
While Eastgate is far from sleepy, it's the quietest neighborhood on your trip so far. The overwhelmingly residential area varies from middle class townhouses to ramshackle tenements. Auntie Baltwin's Home for Recovery is on one of the nicer, tree-lined streets.
In advance of arriving, you can roll Knowledge (Local) to see if you're familiar with Auntie Baltwin, or Diplomacy to ask around.
As you approach the house, a weary old woman opens the door, looking at you warily, especially Cara.
"What's this then? Another drop-off? I suppose I can find some room for the girl. she says, with an exasperated expression.

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Cara winks at Dravil.
"These nice people said that there was a nice lady who takes care of little kids.
Will you help me, please?"
She opens her eyes pleadingly, while channeling her will to cast Telempathic Projection
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

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"I suppose you and your friends can come in, child. But do be careful not to break anything." She opens the door more widely and beckons for you to follow. "Cuppa tea anyone?
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. Three young boys shoot marbles in the dirt near the side porch, and inside strewn 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.

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Diplomacy check asking around: 1d20 + 10 ⇒ (20) + 10 = 30
"Yes, we'd like to drop her off with you. But first we need to make sure that she'll be taken care of properly.
Shallya looks around to see what the place looks like, whether any visible children look well fed, healthy, etc.
perception: 1d20 + 3 ⇒ (11) + 3 = 14

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His mind was still searching for an "Auntie Balwin", but was continuously drawing blanks. He looked down at Cara whom gave him a wink before she began pleading to the old lady of some imagined plight.
"Why yes, tea would be rather wonderful. We'll discuss my 'nieces' arrangements over a fine drink. A sad shame, the ship my sister and her husband were on capsized out at sea, leaving her alone with me," Dravil said, having made up the story on the spot. He didn't have a sister, nor was Cara even closely related to him from all Dravil knew, "I have no means to take care of her well-being, so I've decided to leave her here 'till I have the means to do so."
Bluff: 1d20 + 2 ⇒ (18) + 2 = 20

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"Dravil and I just want to know she'll be in a good home. Would you like to take a look around, Cara?"
Bluff to aid: 1d20 + 3 ⇒ (11) + 3 = 14

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Still no clue what we know huh? Well, I'm probably gonna miss most of the action during the night, but here is what I'm trying to do X-x;
Hmm, so we had to check that this person was honest, yes? In that case we should look around a little, provided she isn't looking...
Raharjo whispers something in wayang to Ular and viper slithers off his neck to check things.
Familiar's Stealth check: 1d20 + 15 ⇒ (7) + 15 = 22
If that works..
Familiar's perception check: 1d20 + 9 ⇒ (7) + 9 = 16
"Ah, tea would be excellent addition to this day. Let us talk more with good drinks."
Raharjo continues to grin his creepy smile as if nothing was different
If conversation starts to go badly for some reason, I'll probably use charm hex if that is allowed X-x; Well, I'm gonna go to sleep now, darn timezones

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When Shallya starts to ask around about Auntie Baltwin, it seems people can't wait to run up and share their stories. While most witnesses admit she is a mean old bag, they also all reply they think it is great what she’s doing for the children.
Miltivis, who runs a nearby market, claims he’s served Auntie Baltwin for over 30 years, and while a good customer, she is quite demanding and often rude to the
other customers. He says she’s kept his supplier of fine whiskeys in business for decades. Her favorite is the 7 year old Railford.
Gilga Baltwin’s neighbors Travost and Tirelle Anthos are frankly tired of the noises the children make and the retinue of cats—though they do appreciate the latter’s mousing skills. They admit to being happy when Auntie Baltwin sends the children “off into the town” during the day, as it gives them a few hours of peace and quiet before they return in the evening.
At the estate across the street, Master Trebb Bonto, a retired builder, says nothing but nice things of Lady Baltwin, as he calls her. He recounts tales of tea and games on the sitting porch, though he lets slip that she often cheats at games and sometimes had some shady characters coming to whisper in her ear and palm her small bags of what might have been money before slinking away. “Otherwise a fine lady, indeed.” he quickly adds.
Back at the home, Auntie Baltwin leads you in to the kitchen, and starts making a pot of tea.
She waves Cara away. "Yes, yes, go and let the grownups talk.
She quickly turns more businesslike, addressing Dravil, "I see. That's how it goes with you Iomedae types, isn't it? Always keen to go crusadin' and demon slayin' and such, and leaving us regular folks to handle what's left in your wake. I suppose I can take her on, though. I don't suppose you'll be able to contribute to the cost of her care?"
Soon after that, the kettle whistles. As she starts filling cups, she mutters, "Oh right. You wanted food as well." She haphazardly tosses a few biscuits on a plate.
As she returns with a tray, she turns to Molos and Raharjo. "So who are you lot then? Second cousins?" She grabs a bottle of whiskey and pours a generous portion into her own cup, before offering it to the rest of you. "What do you say? Anyone want theirs Taldan?
Perception P: 1d20 + 5 ⇒ (4) + 5 = 9
Perception A: 1d20 + 3 ⇒ (13) + 3 = 16
Perception 1: 1d20 + 3 ⇒ (7) + 3 = 10
Perception 2: 1d20 + 3 ⇒ (4) + 3 = 7
Perception 3: 1d20 + 3 ⇒ (4) + 3 = 7
SM A: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29

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"I'd appreciate a tip of that, too, if you would be so kind."
Heal(untrained): 1d20 - 1 ⇒ (6) - 1 = 5

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untrained heal: 1d20 - 1 ⇒ (6) - 1 = 5
So, she obviously drinks a fair bit. But she doesn't seem to be a drunk or anything of the sort
Shallya waits until Baltwin is distracted, and then sneaks out of the room. Once he is out of sight, he turns into the perfect likeness of the young boy playing marbles outside and then proceeds upstairs.
He'll try not to be noticed but this way, if he is, it won't be him who is blamed :-)
If I can, I'll look around upstairs.
stealth: 1d20 + 8 ⇒ (9) + 8 = 17
perception: 1d20 + 3 ⇒ (7) + 3 = 10

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Molos and Wailan each get a splash of whiskey, though it's not quite as generous as the amount she poured in her own drink.
Shallya and Raharjo's familiar and Cara? make it up the flight of flight of stairs, to a room with two rows of beds. About half are occupied with unhealthy looking children, while the rest are empty.

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Wailan sips his tea, and looks around the place airily.
"So, how many children do you look after here? It seems like such a busy place."

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Cara quickly slips away to the group of children and looks for whichever one or ones appear to be the most dominant.
She fixes them with a stare and says, "Tell me about your 'Auntie Baltwin'. Tell me what goes on here. Tell me everything, and do not LIE to me"
Intimidate: 1d20 + 6 ⇒ (6) + 6 = 12
.