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With your induction into the Pathfinder Society fresh in your mind, you are surprised to be greeted by a summons from Venture-Captain Ambrus Valsin. The messenger relays little information, simply instructing you to be at the Venture-Captain's office inside the hour.
You are well aware of who the Venture-Captain is, being as he is responsible for the day to day operations of the Grand Lodge on behalf of the Decemvirate. Reasoning that annoying such a senior figure inside your first week as a fully-fledged Pathfinder, you head for his office forthwith.
As you arrive, you find that you are not the only one to have been summoned as five other Pathfinders arrive either shortly after you do, or are already there. Some of them you know from your training during the past year or so. Before any introductions can be made, the same messenger who delivered your message appears from within the Venture-Captain's office.
"The Venture-Captain will see you now," she intones, opening the large office door a little more so that you can all be admitted. You all troop in dutifully, to be greeted by the sight of a Human male poring over several documents in disarray on his desk. The office is well-appointed, as one might suspect of such a senior figure within the Society.
"Thank you, Jaryn, you may go now," the Venture-Captain says, waving the messenger away without looking up from a document that he is scrutinising intently. Six seats are arranged in a semi-circle around his desk and he waits patiently as you seat yourself. Only after a few minutes does he relinquish the parchment and sits back against his seat, giving you all the once over.
"All right, Pathfinders, listen up," he begins in his trademark booming voice, "I know you are new recruits and eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won't get yourselves killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day's end." At this point, the Venture-Captain grabs an envelope and hands them to the person at one end of the semi-circle of seats.
"Every day we get some doe-eyed hopeful or some snivelling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It's rough out there and I'm not just talking about the ruins, tombs and wilderness Pathfinders find themselves in on missions. We've got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it's difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies," the Venture-Captain slumps in his chair, as though the weight of the world were suddenly on his shoulders.
"Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I've prepared a list of things I want you to do. They're not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location."
1. A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.
2. Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
3. Visit the offices of Osirian nobleman Dremdher Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarass the Society in this matter.
4. Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate by the Ivy District and retrieve the item in her possession.
Over to you guys.
Kernsten
|
Kernsten looks around the group gathered there, he squints at the paper, using his finger he reads quietly to himself, although you can see him mouthing the words as he reads. His finger stops moving half-way down the paper, as he looks up, his bright blue eyes and smile returned. His blond wavy hair falling down by his face, covering his ears, four fingers comb the hair back across his brow. A warm and deep voice resounds from that happy face, "Well, I believe we should first head off to the Temple and help the orphans receive whatever medicines they need to restore their health." With his wining smile, he looks around at you all expectantly, "What do ya say? Shall we bring joy and health to the orphans."
Lillia Stetven
|
Amongst the recently affirmed Pathfinders sits Lillia Stetven, only daughter of the married Pathfinder duo Kastia and Velorn Stetven. During her time as an initiate, for what other option did she have but to follow in her parent's illustrious footsteps, she was not known for any particular skill in the practical aspects of her training, often to the frustration of The Masters of Blades and Spells, but her talents within academia was unquestioned, and likely the only thing which convinced the instructors she would eventually become an asset to the society.
To those who knew her then, however, she is barely recognisable. Her once dark hair now silvery white, hanging down to her waist. Her once smooth bronze skin now marred by the still red scars covering the right side of her face, the flesh seemingly held together by nothing more than the thin metallic webbing that weaves through it. And her right eye, apparently caught within whatever wound that scarred her so, no longer matches the light brown of her left, instead it is a vaguely luminescent green, and rather elf-like in the solidity of its colouration.
She sits quietly listening to the instructions of the Venture-Captain, with a knowing set coming to her eyes when he mentions the dangers presented in the field. Once he has finished his brief and handed the envelope to one of her companions, she looks wordlessly towards them in anticipation, while a tiny form briefly emerges from beneath her robes, scuttling on many legs between the folds of the multi-layered garment.
At Kernsten's words she nods, leaning over to read the note, "A fine a place to start as any," she agrees, "the Ascendant Court is relatively nearby, and central to the rest of the city for us to head on to whichever task we decide to tackle next."
Crar
|
Among the assembled, newly-minted Pathfinders is one who sorely seems out of place in the room, even more so in the middle of the great city of Absalom. His clothes seem a strange mix of worked leather and rough wool. About his shoulders is a feathered cape with a headress in the shape of the mountain eagle. It's difficult to tell his ancestry, his build indicates human but his features look elven. He clearly does not look comfortable indoors.
When he speaks, it is with a clipped northern accent: "I agree. Help the sick first, then let's address the other tasks. I'm not so familiar with Absalom - are any of the other tasks near the Ascendant Court?"
Latharel the Lost
|
A brooding elf looks at his companions. "It is a while since I last visited a temple. Maybe I should start and give Desna my due again. The temple it should be."
What you learned in the year about the elf is his skill and speed with a large curved blade. He often seems in thoughts - but only few know that this is because his human lover whom he followed died not long ago - not long ago in Elven time scales.
He seems a cappable fighter with his blade - albeit he tends to wear only light armour. He is also skilled in using the daggers at his side.
A few times on the fields you have seen him using a longbow with high skill and accuracy. But you have never seen him owning one as he replies every time - what use is a longbow here in Absalom.
Unknown to you it was his bow that paid the last year he and Vera lived together and he hasn't aquired a new one yet.
Is the temple a temple of Desna ? He likely knows that but in case - Knowledge local 1d20 + 5 ⇒ (4) + 5 = 9
| Paizo Fan |
Latheral, you are aware that the Temple of the Shining Star is dedicated to Sarenrae and is the largest church in Absalom.
The Venture-Captain looks at you all levelly before he speaks again.
"Don't let me hold you up, Pathfinders," his tone of voice clearly hints that you should vacate his office forthwith. As you file out, you take advantage of the empty waiting room to plan your next move.
So, are you all agreed to visit the Temple of the Shining Star first then? I will try to get some pictures up as there is indeed a map available that outlines the various districts of the city.
Targ Boneslicer
|
"Sure enough," Thavo adds in, "and helping kids at an orphanage, for sure." Thavo seems a bit the usal halfling, were it not for his more eastern style of clothing and choice of weapon. He wears a normal leather armor, but his clothing is dark, with layer of cloth, in which a lot of weapons seem to be hidden away. He wears his wakizachi on the back, and his sling seems always to be ready.
| Paizo Fan |
As the group decides to head for the Temple of the Shining Star first, you have some time to make any required purchases on the way. Once everyone is happy, you all make your way to the Temple. One of the young guards at the gate directs you towards Ollysta Zadrian.
"Thank the light of Sarenrae you have arrived!" Ollysta greets you, rewarding each of you with a strong handshake, "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 four 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!"
She takes a step back and seems to take a measure of all of you before proceeding.
"Do you know of the Silver Crusade? After discovering so many 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," she speaks zealously, her hands clenching into fists although she doesn't seem to notice this.
"I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin's Home for Recovery in the Eastgate District?"
Latharel the Lost
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Latharel shakes his head. These always doing good people - you seem to find them in many places and they are a boon for society. But they seem so boring. But Auntie Baldwin seems to have character.
"Anything important you can tell us about the home for recovery? It seems odd to me you should have doubts about a house with such noble aims. Is there any information let's you believe that not everything is as it should be?"
| Paizo Fan |
Ollysta looks at Targ quizzically.
"If we knew for certain she was a nice person, we wouldn't have need of you investigating her, would we? What we've heard seems to indicate she's decent enough, but we've had enough people taking advantage of our good intentions to have us check out anyone just to be certain," she says, turning to address Latharel.
"Children go into the home with illnesses, and they come out cured. On the face of it, the Home appears to be legitimate but as I've explained to your colleague, appearances can be deceptive. All I ask is that you undertake a thorough investigation of Auntie Baltwin and her house. If everything is in order, you have my thanks and can be on your way. If, however, you find anything untoward, then I want you to return to me immediately and let me know what you have found out."
Lillia Stetven
|
"Always best to know who you're doing business with," Lillia nods to the Sarenrite, "like you say, there are always those eager to take advantage of good intentions."
"Is this Auntie Baltwin expecting our delivery?" she asks bluntly, "if she isn't living up to your expectations, then she might simply make a special effort to give a good impression whenever she knows you could be watching."
Crar
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Crar gives the cleric an appraising look. "Alright, if as you say it turns out that the headmaster is up to something, would you like us to deal with her?"
Nostrus, while we're discussing this with Ollysta, can I surreptitiously make a
Kernsten
|
The muscular blond man, with a large axe hanging to one side of his basically fastened brown leather belt, Kernsten fondles the battleaxe's worn red leather handle absent mindedly. His blue eyes stare forward under his blond bushy eyebrows, that form into a frown which can be seen of his forehead under his mass of hair. His slightly flattened nose and pale smiling lips, showing the white shiny teeth of youth, seem to scrunch up as you see his mind come to terms with the clerics distrust of a worthy charity. As he moves uncomfortably, the large wooden shield attached to his back, makes a creaking sound, its badly drawn and painted symbol of a battleaxe surrounded by the cleansing flames of yellow fire, set in front of what looks like a large green cloud. The depiction, is oddly similar to the wooden carved medallion that hangs on a leather thong around Kernsten's neck. Resting against his rough red hairshirt, the medallion shows a sword pointing towards the floor, surrounded by a laurel of flames. From his other hip, another belt holds another weapon neatly in place, large metal balls on the end of a chain and handle, tightly press against the man. Dirty, yet sturdy brown leather boots, which have seen many miles of traveling and work, hold up a body made of muscle, with little or no fta on his fit frame. A male of physical perfection, or so he would have you believe, and certainly it turns the heads of some of the towns girls as you made you way to the temple.
His deep and resonant voice speaks hesitatingly "So we give the medicine to Auntie Baltwin, then make sure she uses it properly?" His statement turning into a confused question. He looks at his partners in this expedition, not quite knowing what to expect, but keeping his absolute trust in the intentions of the cleric in front of them.
Targ Boneslicer
|
Targ looks at her and nods. "Will do, How far can our 'questioning' go? Any rules, or if she is reluctant to look through the house, speak to the kids, what are the regulations?" He doesn't mind to go a bit further then asked, but the more backing they get, the easier it would be to drive the point home.
| Paizo Fan |
Ollysta shrugs at Kernsten.
"Proceed as you wish," she says, "Although if you give her the medicine first and she is not trustworthy we may never see those resources again." As Ollysta speaks, a strapping young man bearing a wooden holy symbol of Sarenrae with a distinctly Qadiran look about him appears with a sack that clinks as he moves.
"Thank you, Hazim, Ollysta clasps the young man's shoulder. He smiles, then offers the bag to the nearest party member.
"I'm afraid that I have other matters to attend to. The work doesn't end when there is charity to be given. If that is all, I bid you Dawn's blessing and a swift journey," Ollysta smiles and waits to see if there are any more questions. If there are none, she gives a short bow and departs. Hazim stays until the bag is taken, when he removes himself from the area with a bow which has him at right angles with his legs.
"Dawn's blessings," he murmurs as he leaves.
You sense she is being forthright and truthful, Crar.
Crar
|
That being all, Crar is ready to get on the way to the orphanage. He's been in cities before but despite being in Absalom these past months, he feels so much more free when outside. He offers to hold on to the bag of supplies, and once outside asks the party, "Would you mind if I have a look at what's in the bag? The healing practices of your clerics is very different from my own training. I'm curious what they would put in here."
Latharel the Lost
|
Latharel nods to Crar. "I will be next to you and watch your back. Not only with a weapon but more importantly as eyes and ears."
We should define who is capable of what. Latharel is some muscle right now. he should be able to deal out decent damage albeit he is nit a tank and would go down quickly. As urban ranger and with his traits he will pick up more social skills as typical for a ranger. He also has disable device but no tools yet.
Right now it is probably best if he leaves talk and interactions to someone else and supports (assists).
Targ Boneslicer
|
"Sure enough," Targ responds, "ready then."
Targ is capable of doing probably some damage, with 3 possible attacks per round its okay, he should get into flanking, for the better chances to hit and sneak attack damage. He has some social skills (bluff and intimidate), and disable device trained.
Kernsten
|
With a mission to accomplish and seemingly so easy, Kernsten gaily marches with the others, his weapons easily within reach but sheathed. He smiles at the day, the sun is shining in his heart, he feels like a proper pathfinder. His radiant and ruddy health seems slightly infectious today as his enthusiasm takes over. "Yes let's away, we can enjoy the day and mull over what the good lady said. Just how do you find out if the orphanage is really run well?" He gets out a small handwritten map of the city, and starts to look for where they are and where they should go, but as you look over his shoulder the map is upside down. He turns it round several times, before scrunching it up and putting it back into his pocket.
Kersten is reasonable at fighting and a bit of a meat shield. He is very likable, but rather stupid. His skills and stats reflecting more his previous life in the country as a woodsman. He is used to the city now, and not intimidated by it. He'll get better at talking with people later. Would make a handsome and confident face if he doesn't need to think, hence not really that good with people, but might be the best the party has. Still has some common sense though.
| Paizo Fan |
Crar, you open the bag and inside you see standard medical supplies such as bandages and poultices. Nestled in the bandages, perhaps to protect their brittle glass shell, you see three potions all of which are labelled as cure light wounds. You're not an expert in the trade of medicinal supplies but suspect the potions could be worth coin if sold to the right people.
You leave the Temple of the Shining Star behind and head east towards the district of Eastgate. The streets are bustling with people going about their business and as you cross into Eastgate, the foot traffic seems to increase as you delve deeper into the district and come closer to the Eastgate itself.
You may make Diplomacy checks to gather information or anyone with Knowledge (local) trained may make an additional check to see if you know anything about the district and the Home.
Kernsten
|
As they walk happily along, taking in the sights and sounds of the city. Kernsten stops at a market stall, a trader with multicolored fruits piled high. He picks a yellow fruit from the stall and smells it, the sweet aroma of the pear reassures Kernsten of its freshness. Handing over a copper he buys the fruit and bites into its sweet and juicy centre, its liquor dipping down his chin. He turns to the merchant, "Well good sir, a fine fresh fruit. Thank you." Entering into conversation he seeks to discover truths about this area of the city and the orphanage.
Diplomacy 1d20 + 3 ⇒ (6) + 3 = 9
Targ Boneslicer
|
Targ moves through the streets, feeling more at ease now, getting lost in the crowd. As he walks through the district he will ask for directions of the house, and if any given, "so, can you please tell me, is this a good house? I've heard Auntie Baldwin is running it, do you know anything about her? Is she really nice and treats the kids well?"
Diplomacy of gather information 1d20 + 2 ⇒ (17) + 2 = 19
| Paizo Fan |
As you move through the district, you come across a couple of people with some news for you.
"Old Gilga Baltwin?" says a man called Miltivis, the operator of the local market, "Sure, I've known her for over thirty years! While she's a good customer, she's often very demanding and quite rude to the rest of the customers. Kept my supplier of fine whiskeys in business for decades though!"
You also happen to come across her neighbours who are out doing their weekly shopping.
"Ugh, don't speak to us about that place!" Tirelle Anthos says, turning away from the group. Her husband, a man called Travost, apologises.
"Sorry, my wife and Gilga don't see eye to eye much. We're just tired of all the noise, and the cats! Oh gods, the cats! Although they keep the mice away, they leave their mess all over the place - and the noise they make when they are fighting or when they are...," Travost shudders involuntarily, "Reproducing, shall we say? We're happy when she sends the children off into the town during the day, because we get a few hours of peace before it all starts again!"
*cough* Aid Another *cough*
Lillia Stetven
|
"She sends the children into town during the day, you say?" Lillia asks in a tone of mild interest, allowing her long hair to fall over most of her disfigured face as she speaks, "does she give them any particular chores while they are out? I'd hate to think their developing minds were being left idle."
Gather information (Aid another) 1d20 + 6 ⇒ (19) + 6 = 25
Crar
|
[Looking in the bag of healing supplies] "Ah, looks like they've used mangleroot in some of their ointment. I wouldn't have thought to use that, will keep that in mind in the future." Then, holding on to the bag, Crar out of habit keeps an eye on their surroundings as the group heads east towards the orphanage.
While the others attempt to gather information about Auntie Baltwin, the druid attempts to help by chipping in with some conversation. "You don't say! This woman sounds like an interesting character. Please, tell us more."
Aid Another check [Diplomacy to gather information]:
Perception check to watch for trouble:
Crar's main strengths will probably be spellcasting support and healing. Also, as an eagle shaman, he expects to be eyes and ears for the party.
Latharel the Lost
|
Latharel looks out for a beggar or harrower. He learnt that they often have information that others in the street don't notice.
"Excuse me - I'm interested in a certain orphanage and Auntie Baldwin. Would you have any information that is worth me handing over this small coin"
A silver coin appears in his hands.
1d20 + 2 ⇒ (20) + 2 = 22
edit - oops sorry - should I rather have done an aid another?
Latharel then tries to remember what he learnt while walking the streets with his love in better times.
1d20 + 5 ⇒ (2) + 5 = 7
| Paizo Fan |
As the Anthos' prepare to depart, they tell you to speak to the owner of the estate opposite Gilga Baltwin's home. Knocking on the door, you are greeted by a muscular man in his early fifties who introduces himself as Master Trebb Bonto.
"Lady Baltwin, eh? Oh yes, she and I have often sat on the sitting porch and sipped tea and played games." Trebb says, although he fidgets slightly as he speaks to you.
| Paizo Fan |
"Oh, just the usual. Cards, mostly. Although, I'm fairly certain she cheats when she plays! And I have seen some shady characters offering her what would appear to be bags of coins. But she's still a very nice lady!" Trebb quickly adds, realising he may have just said something to offend 'Lady' Baltwin.
Kernsten
|
"Oh and the cats, some neighbours say there is a lot of noise at night, you haven't seen anything have you, or been disturbed." Kernsten says boldly, not really knowing if he helping or not. Slowly his mind tries to make sense of what they have learnt, but it does seem difficult for him. Shady characters, bags of gold, cats, children out all day .. His face contorts, furrows cross his ruddy brow, half hidden under his blond locks. He blurts out as he thinks, talking to no one in particular but himself, "but if she has gold, why doesn't she buy medication rather than receive donations from the temple? ... Oh sorry, just thinking aloud." Kernsten says as he realises what he's just done, smiling self-consciously.
| Paizo Fan |
"Well, the cats keep the mice away from the area," Trebb replies, slightly defensively. It appears he thinks a great deal of the woman, despite her apparent readiness at cheating and visitations by characters of dubious repute.
"I don't know the ins and outs of her business," he says to Kernsten's last sentence, "I dare say she probably does if the needs warrants it!"
Latharel the Lost
|
Latharel looks out for any sweet or fruit stall to buy a sweet exotic fruit or some sweets. Anything up to 1 sp should be fine.
"Lets watch and see if we see one of the kids and can ask it what they are doing. I wouldn't be surprised if they are send into town for begging.
While I travelled with my beloved and the Szarni this was what children learnt from a young age. Off course - begging was sometimes only part of it.
Scouting or standing watch could be other jobs that young children seemed to be doing often better as the adults."
Once he managed to buy something for a bribe he will try to intercept one of the children coming back to the orphanage.
Latharel the Lost
|
Latharel carefully gives him the fruit - trying not to scare him.
"I hope you like the peach. You don't look very well. Have you enjoyed going into the city to play or was it an errand you had to do there."
Diplomacy roll 1d20 + 2 ⇒ (1) + 2 = 3
I probably should have taken a less scary avatar. Sorry for messing this one up. I could claim I type this in my faction shirt for a re-roll. But I rather keep it for another time. This was as bad as it could get. Well - I give the GM something to write about how mean scary elf scares away young children.
Kernsten
|
"Ah, elves..don't think them children like elves that much." chuckles Kernsten as he watches the reaction of the child to Latherel. Once the child has gone, Kernsten goes over to the elf, puts his arm around his shoulder and says with a cheery demeanor, "Never mind, let me try the next one. You got any more of them fruity bribes?" he laughs good-heartedly.
Then waits for the next lad to come out, "Hello son, wanna give me a hand to eat this fruit, in exchange for answering a few easy question?"
Diplomacy 1d20 + 3 ⇒ (19) + 3 = 22
Kernsten
|
"Well," says a smiling face down at the little girl, "my friends and I were wondering, what you children do all day, when your Auntie Baltwin sends you off? We're hoping to help her, but we have to ask some questions first. Don't worry you won't get into trouble, if you answer truthfully. So what should we call you?, do you have a name? What does Auntie ask you to do for her? And where are you going? Do the other children do that too? If not what do they do?" Kernsten introduces the girl to a couple of his friends, (Lillia and Latharel) asking her to answer their questions too.
At the end of the conversation, Kernsten puts his finger over his lips saying "Shhh, we'll keep this as our little secret, we won't tell Auntie, don't worry."
I expect the questions and answers to be in a conversation and not all one sided like this, otherwise it'll take ages for pbp.
Sense Motive 1d20 + 4 ⇒ (2) + 4 = 6 ... thinks the others should have a roll too!!!
Lillia Stetven
|
"Not to worry, dearie," Lillia says with a smile to the girl, "I know all these questions can be a bit much. All we really want to know is that you're being taken care of as well as you should be. Your Auntie Baltwin does look after you well enough, yes? She seems a nice enough lady of course, but if you're worried about anything at all, you can tell us. No matter how silly you might think it is, we'll hear you out."
Diplomacy 1d20 + 6 ⇒ (6) + 6 = 12
Sense Motive 1d20 + 1 ⇒ (8) + 1 = 9
| Paizo Fan |
The young girl looks at you all with a puzzled look, as though she's not quite sure why you're all asking her these questions.
"It isn't so bad, really," the young girl says with a shrug, "We just help clean people's houses and they give Auntie money. She says it's the least we could do for her healing us. And she does heal us! Some sweet tea and lots of bed rest. Little Bartholomew had some kind of nasty skin disease that she used a potion for though," she says as she absent-mindedly chews on the fruit.
"My name is Marnie! The others would probably tell you the same!"
Kudos if anyone gets the pop reference. I'm going to go against my usual here and fudge rolls slightly. I'll take Targ's roll as a Diplomacy roll and allow Lillia's as the Aid Another which would allow you to hit the two DC 20 Diplomacy rolls required to uncover one of the secrets about 'Auntie' Gilga Baltwin.
After hanging around the Home for a quarter of an hour, which draws some strange glances from passers by, another child emerges. His name is Matthias and he agrees with what Marnie has told you previously, that Auntie Baltwin does indeed heal her charges of whatever malady has befallen them, but that she usually hires them out as cleaners or to do other bits and bobs before returning them to their parents.
At this point, you probably have enough to return to Ollysta with. The adventure as written requires you to deliver the medicine, however I take the tack that this is really more about getting into the home. You guys managed to uncover the worst of Auntie Baltwin that she uses child labour. At this point, you can still investigate the Home if you like, although you can probably expect Gilga to be fairly hostile to any attempts at physically sifting through her home.
Targ Boneslicer
|
"Alright, that was very good you let us know," Targ tells the girl. And also assures Matthias, that he has done something good. "At least we should deliver it, and then report back, I hope there is nothing een worse then chiulod labour. Not a brilliant orphanage."
If we need to question Auntie Baltwin, lets do it, otherwise I am fine with moving on.
Kernsten
|
"Well, I suppose if the money they make from working the children goes back in to buy healing potions, there's no harm in it. I mean I was out in the woods helping my dad with the logging for as long as I can remember. Didn't do me any harm. Let's hope the parents don't mind."
Obviously it did do him some harm, he never got to learn anything...so Kernsten has no problem in handing over the potions. Ready to carry on...
When we carry on, Kernsten will offer the list of tasks to one of the others, reading them is a bit taxing for his brain power. Probably offer it to either Lillia or Latharel as they seem to have more up top than he does.
Lillia Stetven
|
"I agree that there is no harm in expecting the children to do a few chores in return for the care they receive, and getting them active once they're well enough is an important part of their recovery. Too much bed rest can do more harm than good... on the other hand, it does seem that this Auntie Baltwin is spending the money more on drink and gambling than putting it towards the care of her charges; she does of course deserve some reward for her efforts, but maybe the balance isn't quite right...
"We're not here to judge, though, only deliver these goods and gather the facts. So let's be on with it."
Latharel the Lost
|
"Agreed - no harm in letting human children work. That is what I learned at the Szarni. Every member Is helping out as far as he can."
"So let's hand over the medicine and move on. Where should we go next?"
Nostrus - I don't think there was any fudging necessary. I did interpret the diplomacy 22 check from Kernsten as being done on the next kid - unless we needed 2 such checks.
Online games sometimes let you roll in anticipation to speed it up.