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"I would disagree with my friends conclusions. The most important fact to take away from our investigation is that the children are happy, healthy and being well taken care of.
I think them working is a superb thing. It gets them healthy exercise, it makes them feel useful, it gains the home a little extra money. Most importantly, it gives the children a chance at a trade, a chance to impress potential employers, a chance to learn all important skills. And the children still have plenty of time for their games and fun. In fact, I think that we should use this as a model for all orphanages.
I do have some concerns, though. Clearly Auntie Baltwin is a heavy drinker, although she shows no signs of it hurting her judgment or abilities. We heard that she has been seen in some transactions, apparently selling a few things. And she is definitely getting charity from other sources than just you"
I think that in character the following is a reasonable jump. But given what I the player know its impossible to be objective. Ignore the following paragraph if you think I've let player knowledge leak in
"what I suspect is happening is that she is selling some of the charity to fund her drinking and possibly using magical abilities of her own instead. If I am right then she is really just being silly. It would hurt no one if you paid her for the abilities and gave her less medicine. Would cost you less, she'd make as much"
conclusion is same regardless of above passage
"My final conclusion is that you should continue to support her and, in fact, use some of what she is doing as a model for other orphanages. However, you should see if you can help her with her drinking. It may become a problem in the future. The children in this orphanage are FAR better off than those in most others. In fact, they're better off than many living with their parents"
Given the way I've been playing him, I should probably point out that Shallya is quite sincere in the above. Heck, that orphanage is a lot better than many are TODAY

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Dravil sincerely gives a small bow, "I cannot say anything against the words of Shallya milady. However, it must be noted of her abuses and must be investigated closely, in fear of outside elements possibly taking advantage of her."

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"And one of the kids there wouldn't answer my question, or obey me, so, if you're not gonna protect them, I would like your permission to go back there tonight and MAKE. HIM. PAY. Does that sound okay? Please?"
She blinks a couple times.

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Ollysta takes several moments to contemplate the various things you've told her.
"This is quite a lot to take in. If the poor woman is struggling with the drink, that is indeed troublesome, but something that can be handled. The Caydenites have strong programs to help those who overindulge. I shall reach out to them and see if they will be able to assist.
The question of her wards' employment is more troublesome. It does make sense to teach the older children practical skills. Too many directionless young people end up in the shiver dens of the Puddles. But these children should also have the opportunity to receive a proper education, and we should ensure they're being treated and paid properly. That we were not informed of this previously is suspicious. Further investigation will be required, I think.
Thank you for your service. The Silver Crusade is proud of Pathfinders like yourselves showing that the Society's mission can be done in a way that promotes peace and goodwill.
And as for the two of you," she turns to Cara and Molos, "It's not your place to command. I think you'll find people much more responsive to a kind word and gentle smile than threats and demands." With that, she dismisses you, and starts to return to her business.
Feel free to tell her anything else. In the meantime, we're moving on to the next task in my next post.

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As we walk out of the temple, Molos grumbles.
"'gentle smile'??? She seen Molos' tusks? Molos smile, but nothing gentle 'bout it."
"So where next? Nobleman house? More talking, maybe better food and drink."

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I just can't resist. I really can't.
After letting the rest get ahead of her, she changes to appear as Ollysta.
If you'll allow sleeves of many garments to mimic mock armour she'll be in that. Otherwise she'll just be in a nice set of clothes with Saranraes symbol emblazoned on it. In either case, she is NOT really appropriately armed.
"Ollysta" hurries up to the group
"Molos, I was thinking it over. You're right. What Cara said was inexcusable. As my people sometimes say, "spoil the rod, spoil the child". Feel free to chastise Cara. But only if REALLY necessary"
Edit: After resuming his normal appearance, Shallya rejoins the party
"Yes, lets go to the noblemans house"

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perception: 1d20 + 1 ⇒ (4) + 1 = 5
What's your disguise check?
And if I am fooled by the "costume":
sense motive: 1d20 + 1 ⇒ (3) + 1 = 4
Ok, after seeing those rolls...
"Huh. That weird. Surprised she changed mind."

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Cara beams at Molos.
"Good job playing bad-guy!"
She turns on 'Ollsyta', hands on hips.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20

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First, as far as I'm concerned players automatically see through this kind of nonsense if they want to. Otherwise it borders on PvP which is most certainly NOT my intention. And in this case, by this point, the characters have more or less figured out that Shallya can do exactly this
Disguise: 1d20 + 9 + 10 ⇒ (2) + 9 + 10 = 21
Bluff: 1d20 + 12 ⇒ (9) + 12 = 21
Not shabby for a 1st level character :-).

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"You're not the boss of me. I'm tellin' my Auntie about this!"
She blows raspberries at 'Ollysta' and runs away.

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Sometimes it is more fun to let the dice decide
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
At least someone knows this brat needs some discipline

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Despite being pretty smart for a fighter (12 int, 12 wis), Molos isn't trained to use his brains, so he had a "blonde" moment.
Molos looks at Cara's reaction to him smacking her on the head and gets even more confused. That is one creepy kid.

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The next task on your list is to visit an Osirian nobleman named Dremdhet Salhar, in the Wise Quarter, to get permission for the Pathfinder Society to explore the Salhar ancestral vaults below Sothis.
As you move into the Wise Quarter, temples become fewer and far between. They are replaced by government offices, bookstores, and cozy cafes.
A waiter blocks your view for a moment, and when he turns away, she is gone, affording only a quick glimpse of her green dress and black scarf ducking behind a corner.
Your route takes you past the looming edifice of the Blackros Museum, a building you've doubtlessly heard other agents talk about, and may have visited personally.
Before long you arrive at the rich estate of Grand Councilmember Dremdhet Salhar, and are greeted by a guard who is expecting them as they reach the tall, wrought-iron gate. The servant who escorts you inside tells you that Salhar has been called away on important Council business, but that his most trusted advisor will handle any necessary negotiations, as he directs you through a series of well decorated hallways.
After a few minutes, the group arrives at a simple study near the end of a long hallway.Inside a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As the group approaches the open door, the man silently gestures the you into the study with one thin hand, while closing the tome with the other after finishing what he was reading.
"Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.
“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep
their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”
The Sapphire Sage’s eyes twinkle as he smirks knowingly,
then he turns back to reading his book as though he had
never been disturbed.
1d4 ⇒ 2
Dr: 1d20 + 3 ⇒ (15) + 3 = 18
Mo: 1d20 + 1 ⇒ (1) + 1 = 2
Wa: 1d20 + 1 ⇒ (4) + 1 = 5
Ca: 1d20 + 2 ⇒ (10) + 2 = 12
Sh: 1d20 + 3 ⇒ (18) + 3 = 21
Ra: 1d20 + 3 ⇒ (16) + 3 = 19
1d4 ⇒ 1
Dr: 1d20 + 3 ⇒ (16) + 3 = 19
Mo: 1d20 + 1 ⇒ (10) + 1 = 11
Wa: 1d20 + 1 ⇒ (1) + 1 = 2
Ca: 1d20 + 2 ⇒ (17) + 2 = 19
Sh: 1d20 + 3 ⇒ (20) + 3 = 23
Ra: 1d20 + 3 ⇒ (16) + 3 = 19
[dice=

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Fine, I'll please you all and change from italics to bold.
"So has anyone noticed us being watched by several different individuals on our excursions so far," Dravil asked, going towards the servant.

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In response to Dravil, Molos says "People stare at Molos everywhere. I used to it." Molos shrugs.
Molos bows slightly to Amenopheus, not sure how to greet him. He listens to the old man's speech and bows his head slightly again when dismissed.
"So... we get map from vault in basement? Ok." He shrugs again, thinking this is too easy. His hand goes to the hilt of his sword as he wonders what's guarding the vault.

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well, they probably pretty much know what I am by now, so might as well do this the easy way
"yes, we're definitely being watched. I first noticed a halfling, then I noticed us being watched by this"
He then turns into a humanoid fox, and then turns into a woman with full golden blonde hair framing her healthy, smiling face, punctuated with steely blue eyes and thick red lips. She carefully holds up her hand and spreads it so that you can see 6 fingers. She is wearing a green dress and black scarf.
"a little later, I noticed us being watched by"
He then again turns into a fox before turning into another, different woman.
After turning back into his normal form he states "please, lead on"

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"Mhm. There was a lady spying on us. Not sneaky enough for us!"
She cackles to herself gleefully.

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A servant escorts you downstairs to a plain wooden door. He opens the door, and waits silently for you to enter. Once you're all inside, he closes and locks the door.
The plain stone room inside contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.
Written on the back of the door is the message: “Within these cases lies your quest and your way out.”
To make things a little more clear, a list of the room's contents:
- Copper-Banded, Smooth Dark Wood Chest
- Red Lacquered Chest
- Cube of Solid Steel
- Clear glass jar full of liquid
- Covered Wicker Basket

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Molos walks up to the jar and sniffs the liquid, to see if it might be good to drink.
profession: chef: 1d20 + 5 ⇒ (10) + 5 = 15
perception: 1d20 + 1 ⇒ (19) + 1 = 20

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C: 1d20 + 2 ⇒ (6) + 2 = 8
R: 1d20 + 4 ⇒ (16) + 4 = 20
S: 1d20 + 4 ⇒ (5) + 4 = 9
Molos' nose picks up strong flavors of goat's milk and cabbage, a hint of fig, and strong tannic undertones. In short, it's acid, and much stronger than your typical vinegar.
Calcifer examines each of the chests in turn. On the red lacquer chest, he notices glowing amber runes surrounding the metal keyplate.
Does Calcifer have a preferred pronoun?

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"ah, a puzzle. I'm not very good at those. So, the map must be in one of the chests. But what is all the other stuff?"
Shallya will carefully wander around the room, checking the walls, the floor, the basket, the jar, each chest, and the cube. Listening and looking and feeling (not touching the liquid but feeling the jar, not opening the basket but checking the lid).
for simplicity, let's say that I take 10 on all the checks for a 13 (14 vs traps)
Are either of the chests locked?

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Wailan moves to examine the runes.
"Hmm, what could these be?"
He casts detect magic to examine the runes.
Know(Arcana): 1d20 + 6 ⇒ (20) + 6 = 26

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"Then open the thing up and see what it is! All I've been able to determine is that we need the key to this chest."

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Molos draws his sword and steps up to the basket.
"Everyone behind Molos. I lift cover with sword. If animal or trap, armor protect Molos."

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I'm assuming we're all attacking the viper.
Whenever my turn comes up in init:
greatsword to hit: 1d20 + 6 ⇒ (17) + 6 = 23
greatsword dmg: 2d6 + 6 ⇒ (2, 4) + 6 = 12
bite to hit: 1d20 + 0 ⇒ (15) + 0 = 15
bite dmg: 1d6 + 2 ⇒ (1) + 2 = 3

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"Thank you, Molos. Those runes seem to match the ones on this chest, let's try it."
Wailan takes the key and tries it in the chest.

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Cara says, "Ooh! A shiny!" as she attempts to use Mage Hand on the key.

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The key doesn't respond to mage hand, but does turn itself as soon as Wailan puts it in the hole. The chest opens.
W: 1d20 + 1 ⇒ (11) + 1 = 12
Car: 1d20 + 2 ⇒ (9) + 2 = 11
R: 1d20 + 3 ⇒ (5) + 3 = 8
Dr: 1d20 + 3 ⇒ (4) + 3 = 7
Cal: 1d20 + 4 ⇒ (12) + 4 = 16
M: 1d20 + 1 ⇒ (16) + 1 = 17
Sh: 1d20 + 3 ⇒ (17) + 3 = 20
Calcifer, Molos, and Shallya all notice a small golden key appear from a slit in the ceiling, dangling about 15 feet up.
Meanwhile, a golden scepter covered in ornate jewelry lies in the box. One end appears to function as a key.
And I forgot to make clear, the steel chest does seem to have a small keyhole

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Which key was Cara mage handing? She's the one that noticed the key in the jar of acid, so I thought she'd be grabbing that, not the one from the basket that Wailan was using to open the box.
"Look! Key hang from ceiling. Want me give someone boost, go get it?"