
Isabella Monstrance |

"Fazel, has anyone gone in today? The stacks are smoking but all of the doors are locked and we've had some suspicious information. The sheriff asked us to keep an eye on things while he was taking care of business elsewhere and we're trying to find out if something untoward is going on at the Kaijitsu glassworks," says Isabella to the neighbor.

GM Phntm888 |

"No, I don't think I've seen anyone go in today. Old Lonjiku sometimes shuts everything up when they're working on some big project for privacy. The smokestacks are going, which usually indicates someone's working on something. Still, the front door is usually open. You could wander up Schooner Gulch Road and ask Lonjiku about it at the Kaijitsu manor. I'd heard the Sheriff was going off somewhere. You know what he's up to?"
The crowd is getting curious about what you're doing, while no one's commented on Talia's lock picking, you're not sure how much longer until they notice it.
Give me either Bluff, Diplomacy, or Intimidate to try and disperse the crowd.

Rasmorn Nikas Nesvyn |

Seeing Isabella delay in responding, Rasmorn speaks up.
"He didn't share the details of his trip, but did assure us that it was nothing to worry about. He won't be gone for long."
Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
Stumbling a little, he tries to take a slightly different tactic. "Where exactly is Schooner Gulch Road? We'll head right up and talk to him, but I'm afraid I don't recall the way, can you point it out for me?"
Bluff: 1d20 + 1 ⇒ (20) + 1 = 21

Isabella Monstrance |

Isabella adds, "We'll take care of this for the sheriff - no need to worry. You should probably get back to business for the day. You know what Sheriff Hemlock always said - 'Enough lookin', move along!'." She adds the last bit with a smile as she makes a pretty bad imitation of the sheriff's deep, Shoanti-accented voice.
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17

Isabella Monstrance |

Inspired reroll of Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
The Inspired trait lets me reroll and take the better result.

Talia Burrows |

"I'm trying to pick this bloody lock, not perform for an audience." Talia mutters to herself, blowing a lock of hair out her eyes as the damn thing seizes up on her again. "Of course the miserable old fart lets the locks rust over!" Mutter mutter.
Not said for anyone to overhear :).

Yasu the Blue Hood |

Yasu just does his best to position himself as cover for the lockpicker. He has the body mass to do so.
-Posted with Wayfinder

Laufey Gemshrike |

Laufey stays out of the talking, just watching. The others seem to know how to handle this best.
It was a situation she didn't quite understand. In Karlsgard the people on the streets would themselves be armed, and it would largely be up to them to intervene in a break-in. The idea that the people here would simply give up that right, and the power they held with it, to a sheriff seemed to make little sense. After all here they were, some of them strangers, breaking into a factory. By simply telling them the sheriff is fine with it, the people were standing by and letting it happen.
Yes, best let the others negotiate this.

GM Phntm888 |

"Well, Schooner Gulch Road is right up that way, around the bay," Fasel says, pointing up in the direction of a bluff, upon which a few manors can be seen overlooking the town across the Sandpoint Harbor. "The Kaijitsu, Valdemar, Deverin and Scarnetti manors are all up that way. Well, I reckon that you guys being the Heroes of Sandpoint and all can handle this sort of thing for the Sheriff. Besides, Lonjiku should have at least sent somebody to tell you to be on your way if the Glassworks was truly shut up. Have a good day, all."
The crowd disperses as Talia finally gets the lock open with a click. You open the door and enter the Glassworks.
This door leads into the display room. On shelves and in cases you see various bottles, windowpanes, and glasswork art, samples of things the glassworks can make for potential customers. Behind the counter to your right are two doors, one directly behind and the other on the same wall as the door you entered.
Map will be up later today (I hope). The link will be up where the loot sheet is.

Rasmorn Nikas Nesvyn |

"Well, that was close. I was worried we were in trouble for a minute there. Good job on the lock Talia!" Looking around the room, Rasmorn remarks "All seems well so far. Which door should we try first?"

Isabella Monstrance |

Isabella strains to listen for any sounds of workers, fires, the foundry, and such. Is anyone even in the glassblowing factory?

Talia Burrows |

Talia motions for silence. "We may have unfriendly company." She whispers. Moving to check both doors as quietly as she can.
Stealth.: 1d20 + 5 ⇒ (5) + 5 = 10
Perception (trapfinding): 1d20 + 10 ⇒ (18) + 10 = 28
Perception (trapfinding): 1d20 + 10 ⇒ (11) + 10 = 21
Are the doors locked?

Talia Burrows |

Signaling everyone to get ready Talia prepares to open the top door quietly, hoping to get a peek at what is on the other side.
Stealth (opening door to peek): 1d20 + 5 ⇒ (3) + 5 = 8 Ok, that happened.

Isabella Monstrance |

Isabella advances behind the warriors and, once everyone is inside, shuts the door that leads outside so that townspeople (hopefully) won't just wander in.

Yasu the Blue Hood |

Yasu takes a deep breath to center himself and moves to catch up to the group. Seeing the tight quarters, he grumbles and puts his bow away, drawing his remarkably dinky short sword. "Wish I thought to get a good backup weapon." he complained to himself, quietly.

GM Phntm888 |

As Talia looks out the door, she finds it opens up to a long hallway extending about 90 feet to the right, where it ends in a pair of double doors, and to the left it goes about 10 feet before turning a shallow corner. The hallway seems a bit wider where this door opens, and another door stands across the hall, catty corner opposite the one she looks out. Torches line the walls at regular intervals, providing light, as it appears this hallway gets no sun from the outside.

Rasmorn Nikas Nesvyn |

"From the sounds of things, shorter would be better, at least at first. Less possibilities for leaving someone behind us. Should we take door number 2?"

Talia Burrows |

Ok, I do a lot of my mapping on Google and know how fiddly it can get.
Talia moves quietly along the top corridor, listening intently for any sounds.
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Not the best stealth, but not loud anyway. :(

Laufey Gemshrike |

Laufey gives Talia a slight lead, about 20', then follows along behind her with sword ready.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 6 ⇒ (12) + 6 = 18

GM Phntm888 |

Vague mutters about the website going down every time the Gm tries to post in the thread.
As Talia creeps around the corner, she sees that the hallway goes for a short distance before ending at another set of double doors that appear to lead outside, as well as another hook to the hallway to the right.
Map will be updated later. Short means 20-30 feet.

Talia Burrows |

At the top, Talia heads around the bend and examines the double doors that lead further into the glassworks.
Perception(Trapfinding): 1d20 + 10 ⇒ (20) + 10 = 30
Disable device(If locked or trapped?): 1d20 + 6 ⇒ (4) + 6 = 10 Says it all really.
Listening at the door before opening it.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

GM Phntm888 |

Talia checks the door, finding no traps and the door to be unlocked. However, she also hears the sound of giggling in the room on the other side - Goblin giggling.
Talia Init: 1d20 + 7 ⇒ (12) + 7 = 19
Laufey Init: 1d20 + 3 ⇒ (5) + 3 = 8
Yasu Init: 1d20 + 3 ⇒ (1) + 3 = 4
Rasmorn Init: 1d20 + 7 ⇒ (17) + 7 = 24
Isabella Init: 1d20 + 1 ⇒ (3) + 1 = 4
Goblin Init: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative Order
Rasmorn
Talia
Goblins
Laufe
Yasu
Isabella
Due to the map set up, your surprise round would actually be taken up with opening the door and moving into the room. I'll update the map tonight. You will probably have to do a little zooming in on it.

GM Phntm888 |

Everyone gets a move action or a standard action for the surprise round. The map has been updated.
This long room is incredibly warm due to a number of furnaces along the wall opposite the windows. This is clearly the room where Lonjiku's workers actually made the glass product. The goblins are giggling and running about the room, throwing glass at each other, walking around with tongs dripping with molten glass from the furnaces, and, in some cases a glass-encased arm, or leg. You notice one seems to be preparing to throw a head, its face contorted into a silent scream of pain. There are several other body parts in the room - though none appears to be Minkaian at first glance. The goblins are clearly surprised by your sudden entrance.
Blue squares have broken glass in them and are treated as caltrops. Everyone gets either a move action or a standard action for the surprise round. You can take your actions in any order.