
|  Embel Ulfson | 
 
	
 
                
                
              
            
            Sense Motive: 1d20 + 4 ⇒ (20) + 4 = 24
Embel's bottom lip begins to tremble slightly at the woman's screeching accusations, and he puts an arm out instinctively to protect the children he was playing with. But then he senses something isn't quite right here...

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            Hands still up after Auntie Baltwin's allegations, Gustav tries to appear less threatening to the headmistress by turning his sword belt so that his weapon is less accessible and barely visible.
I didn't mean to frighten you, ma'am. We are here on Ollysta's account. We just need to come inside for a moment. Perhaps we could speak over lunch?
Gustav fishes for the opportunity to have something to eat while hoping to gain entry into the orphanage.

| GM Pathmaker | 
 
	
 
                
                
              
            
            Embel does sense that Baltwin's behavior is very unusual.
"Well this is not Olyysta's house and I'm not feeding you", she says to the mustachioed man, "But if missus wants to talk, we can talk on this porch. The couriers have never gone inside, no intent to start now."
Hostile vs. all PC, Intimidated by Kath

|  Embel Ulfson | 
 
	
 
                
                
              
            
            Embel knows a bully when he sees one and he has deep-rooted issues with them. It was because of them that he first sought out the Bear, and it's starting to growl. "Well this is Ollysta's medicine, and we ain't giving it to you in the street. We ain't just common couriers, an I'm thinking maybe we just take it back to her and say how rude you've been."
Intimidate: 1d20 + 2 ⇒ (12) + 2 = 14

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            Gustav's brow furrows deeply and his face goes scarlet with anger. To deny the group lunch is one thing, but Auntie Baltwin has crossed the line. Who's reaction swings so quickly while being so stubborn? What is she hiding?
Well, I say! Do you realize that you're bringing forth the beast of my traveling mate's personality? What is wrong with you?
sense motive: 1d20 - 1 ⇒ (11) - 1 = 10
intimidate (aid Embel): 1d20 ⇒ 15

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            Gustav huffs loudly, frustrated by the Pathfinders' lack of progress.
Well, friends, I cannot divine the headmistress' motives, but it is apparent that she bears no love for the Temple and it's charity. Perhaps we should return with the medicine whence it was attained and report that "Auntie Baltwin" is as shady as suspected. I can find no reason to continue to bother with this woman!
Gustav flings his cloak dramatically and turns, motioning for the group to return to Ollysta but does not move until at least one other Pathfinder begins to walk away. He adjusts his weapon belt back to its more useful position.

|  Katharina Jokinen | 
 
	
 
                
                
              
            
            "I hope we can be civil now." Katharina says with a rather put upon air as she makes her way into the home, her eyes scanning the room for anything unusual, "We merely wish to speak to you about your operation, hear the details. For instance, what are intentions with this medicine? What illness are you treating?"
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

| GM Pathmaker | 
 
	
 
                
                
              
            
            Baltwin appears subjugated under Kath's eyes. "The usual and common sicknesses of street children", she answers with sympathy, "ailments such as body fungus, tapeworms, diarrhea, yellow fever, dysentery,... ".
The interior of the house is run-down and meager but clean, nothing seems unusual in the parlor by the obvious look of things.

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            Gustav passes the parcel to Kath, who he believes has the situation at least mostly under control. He then follows Embel and places his hand on the big man's shoulder.
Are you going to be alright, my friend? Baltwin seems to have calmed down. Let us go inside as soon as you are ready.
Gustav feels bad about having lost his composure and having allowed himself to be so angry at the aged caretaker- especially in front of the children.
Perhaps we should wait just a moment more. I think that we should probably keep quiet inside, as well....What do you suppose she could be hiding? I wonder...

|  Katharina Jokinen | 
 
	
 
                
                
              
            
            "I see. It's quite terrible that children still suffer from such ailments in the so-called greatest city in the world." Katharina says without much feeling behind her words as she spies the empty bottles, and pushes one forward with her foot, "Did you have a party?"

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            Gustav enters when Embel seems to have calmed down.
My apologies for the confusion, Headmistress. What have I missed?
perception: 1d20 + 3 ⇒ (8) + 3 = 11

|  Kain Cralo | 
 
	
 
                
                
              
            
            Kain, kicks a rock as he enters, with a subtle flick of the wrist he send it flying down the ally. He walks in and takes a seat, looking around for any signs of child endangerment. Upon spotting the liquor bottles, he takes a closer look at Auntie, wondering if she really is that brazen and bold.
Maybe those were from an earlier night, and she is just messy. The place itself has seen better days after all
per: 1d20 ⇒ 20
heal: 1d20 ⇒ 5

|  Embel Ulfson | 
 
	
 
                
                
              
            
            Embel walks down the block about 40 yards, takes a deep breath, then heads back, taking care to avoid angles that might let the mean old woman spot him through the house's windows as he approaches the children outside.
"Hey there." He says softly as he crouches down nearby. "Sorry bout gettin grumpy earlier. Don't much like mean people. Is she that way with you children too?"
Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13 
Sense Motive: 1d20 + 4 ⇒ (10) + 4 = 14

| GM Pathmaker | 
 
	
 
                
                
              
            
            From his vantage, Kain can see into the library and spots another bottle on one of the bookshelves.
The group of children tells Embel that although they like Auntie, she gets drunk sometimes and becomes mean; additionally, sometimes strange men would show up to meet with her and leave with full bags. There seems to be something else unspoken by the children by the nudging between them.
Gustav sees the two bottles on the floor.

|  Embel Ulfson | 
 
	
 
                
                
              
            
            Diplomacy again?: 1d20 + 6 ⇒ (7) + 6 = 13 Sheesh.. what's up with these 7's? Using T-shirt reroll.
Tshirt with 2 stars: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 
"Hmm." Embel says, the sound coming out almost like an animal growl as he looks at the house. Turning back to the children, he tries to press for whatever it is they seem hesitant to say. "Sounds like "Auntie" has been up to no good. The Silver Crusade has made it their business to see you are taken care of properly and I promise to make sure Ollysta finds you a better place if you need it."

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            I see. Tea? It's nearly noon, ma'am. Perhaps a spot of something a bit... stronger?
Still nursing a slight hangover, himself, Gustav is almost serious. If she'll agree, we'll have caught her red-handed! The cloaked Ustalavian believes himself clever for laying his "trap."

| GM Pathmaker | 
 
	
 
                
                
              
            
            Auntie nervously deflects "Oh just a few sips at night. You'd need too dealing with these kids." She clears out the bottles to the kitchen.
Meanwhile, Embel gets the kids sing like canarys. They blurt out that Auntie has been hiring them out as overcharged cheap labor to the wealthy.
-Posted with Wayfinder

|  Katharina Jokinen | 
 
	
 
                
                
              
            
            She's paranoid and probably an alcoholic, that should be enough for a paladin.
Katharina stands up, "I believe we have enough. Here's the medicine." She says, leaving the package on a nearby table. "Good day to you." With that she heads to the door.

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            I agree. Ms. Baltwin.
He gives a disapproving nod before leaving.
It would seem that was the last care package for "Auntie Baltwin's" orphanage.

|  Embel Ulfson | 
 
	
 
                
                
              
            
            Outside, Embel stands with the children, tears glistening in his eyes.
"That lady is a monster. She's been using these poor kids as slave labor for rich folk. We need to tell Ollysta immediately."
He gives the children bear-hugs and promises to do whatever he can to help them, even if it means adopting them all.

| Geoffrey Whittaker | 
 
	
 
                
                
              
            
            It might be worth checking, but Gustav's last comment about 'last care packages' was probably said *after* leaving the Auntie's place - given that he said he gave a disapproving nod before leaving, and then made the comment...? That said, what happens afterwards is technically not our problem, especially if it happens 24 hours later... we were just asked to find out stuff, which we did.

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            Yes, after leaving! I'll try to be a little clearer.

| GM Pathmaker | 
 
	
 
                
                
              
            
            just kidding
Back at Ollysta's you give your report, and though she sighs sadly with each issue you list, she thanks you graciously for the favor and promises that the Silver Crusade will look into things further and see if anything can be done to help protect Auntie Baltwin from her own greed and vices. Wishing you luck and health, she bids you farewell.
****
Walking under an overcast afternoon sky, it's a little difficult to tell the time, but you believe it's around 2 hours after noonday when you enter the Wise Quarter and arrive at the rich estate of Grand Councilmember Dremdhet Salhar.
You are greeted by a guard who is apparently expecting your group as you reach a tall, wrought-iron gate that serves as an entrance to the grounds. Inside a servant leads you down well decorated hallways, and past expansive rooms.
"I'm am sorry to inform you that Salhar is not present." He says, then explains. "He was called away on important Council business. His most trusted adviser is available to negotiate any business you may require." He brings you to 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. Some of you recognize him as Amenopheus, called the Sapphire Sage. He is a mysterious figure in the Society, and it is well known that he currently serves Dremdhet Salhar. As you approach the open door, the wise sage silently gestures you into the study with one thin hand, while closing the tome with the other. Once inside, he addresses your group.
“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.
Before you can form a question, a cleared throat announces the sudden return of the servant (or perhaps he never left). "This way if you please, sirs."
The servant brings your group back through the spacious estate, leading you down sturdy stone steps into the cool basement. Through a hallway, after a couple turns, you end up at a plain wooden door, which the servant opens and, with a bow, gestures within.

| GM Pathmaker | 
 
	
 
                
                
              
            
            You enter a plain stone room containing five containers. 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.
THUNK! Click!
You turn around to find the door closed and locked behind you. Written on the back of it is a message:
“Within these cases lies your quest and your way out.”

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            Well then, lady, after you!
Half serious and half mocking, the arson mustachioed man makes a sweeping gesture- bow combination.

|  Katharina Jokinen | 
 
	
 
                
                
              
            
            A pained sigh escapes Katharina's lips as she realizes they've been had. "Of course, this whole day is some sort of test. Anyone of you gentlemen capable of determining if something is magical?"

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            I'm insulted! He says, still half joking, Please allow me
Gustav makes a quick symbol with his hand then holds it to his eye, with his first finger and thumb joined in a circle that resembles a monocle. Detect magic

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            I've been denied access to the new map

|  Embel Ulfson | 
 
	
 
                
                
              
            
            "Hmm... suppose we should look them over." Embel moves up to the boxes and examines them, first by sight, then by listening and even smelling them.
Checking each three times
Perception copper-banded chest: 1d20 + 4 ⇒ (15) + 4 = 19
Perceptionred lacquered chest: 1d20 + 4 ⇒ (8) + 4 = 12
Perception cube of solid steel: 1d20 + 4 ⇒ (20) + 4 = 24
Perception clear glass jar half full of liquid: 1d20 + 4 ⇒ (1) + 4 = 5
Perception covered wicker basket: 1d20 + 4 ⇒ (7) + 4 = 11
Perception copper-banded chest: 1d20 + 4 ⇒ (5) + 4 = 9
Perceptionred lacquered chest: 1d20 + 4 ⇒ (16) + 4 = 20
Perception cube of solid steel: 1d20 + 4 ⇒ (10) + 4 = 14
Perception clear glass jar half full of liquid: 1d20 + 4 ⇒ (17) + 4 = 21
Perception covered wicker basket: 1d20 + 4 ⇒ (9) + 4 = 13
Perception copper-banded chest: 1d20 + 4 ⇒ (19) + 4 = 23
Perceptionred lacquered chest: 1d20 + 4 ⇒ (7) + 4 = 11
Perception cube of solid steel: 1d20 + 4 ⇒ (11) + 4 = 15
Perception clear glass jar half full of liquid: 1d20 + 4 ⇒ (9) + 4 = 13
Perception covered wicker basket: 1d20 + 4 ⇒ (11) + 4 = 15
"Hey, is that a key in there?" He picks up the jar.

|  Gustav Aleister Blackwood | 
 
	
 
                
                
              
            
            A key? Hmm... This basket and this chest both radiate with enchantment. Since you're already handling the jar, however, perhaps we should start with it.
Gustav examines the jar visually.
perception: 1d20 + 3 ⇒ (5) + 3 = 8

|  Embel Ulfson | 
 
	
 
                
                
              
            
            "Well, first off, don't open the basket because I'm pretty sure I heard it hiss." Embel begins, then proceeds to explain his observations, ending with, "...however, I think all these might just be meant to distract us from that key up there. Kind of high though.."
Is the key reachable?
 
	
 
     
    