Sparkle Weave
|
Sparkle Weave will use a charge from his wand on both Orin and Artix.
Anybody else need healing?
Misarru
|
That place is perfect GM
Misarru looks at the different ropes and pulleys arranged close by.
"Throwing a rope onto the hook seems like a good idea Artix." Now where is one that's long enough?"[/b]
Misarru will look for a rope that's long and strong enough to reach the hook from the ground and a weight (pulley or something) so the rope goes down the other side when thrown over the hook.
If he finds a rope and weight
"Let's see if this works.", he moves closer to the hole in the floor and tries to throw the rope over the hook.
Is that an attack or a skill check to try this?
Artix Erling
|
Feeling the strange healing magic running through his body as his leg mends.
"Thank you, Sparkle. That is an unusual healing magic, feels different than the type I am use to, but I can not deny the effect." A strange smile comes to Artix's face as he looks from Orin back to Sparkle. "I do suppose I could get the gnome up there. That is a possibility Orin, but lets see if we can not work something else out."
Artix offers up the pulley he found and watches as Misarru readies himself to try and get the rope over the hook.
Just curious, is the crane directly over the crate. I remember you saying the crane could be extended out, are there tracks along the ceiling that the crane can move on?
Misarru
|
Righto.
Misarru throws up the rope and tackle at the hook, aiming to throw it over it and secure the rope.
Ranged Rope attack, Improvised Weapon: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
Misarru
|
Misarru will walk up to the crate carefully, with both ends of the rope in his hands.
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
If he succeeds he will try to tie the rope to the crate on both ends so we could lift it up and move it with the machine control to a more stable space in the warehouse.
Misarru
|
Misarru keeps his balance barely as he goes about his walk.
"Wow! Guys don't come to close to this point it seems very unstable. Probably can't hold more than one I'd reckon."
He'll go and try to walk the plank again, hopefully this time his balance is better.
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Artix Erling
|
Artix watches as Misarru tries to get close to the crate. After a few missteps he reaches into his pack to pull out more rope.
"Misarru, perhaps you should secure yourself. Just as a precaution."
Chilly
|
Not a bad idea Chilly pokes around the safe area of the ware house, looking for anything valuable.
perception: 1d20 + 0 ⇒ (8) + 0 = 8
And finds nothing
Orin The Eidolon
|
Misarru
|
Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (14) + 7 = 211d20 + 7 ⇒ (16) + 7 = 23
Accompanying Reflex saves: 1d20 + 6 ⇒ (14) + 6 = 201d20 + 6 ⇒ (7) + 6 = 131d20 + 6 ⇒ (13) + 6 = 19
"Hold on, hold on I can do this. Third time's the charm right?"
| StephNyan |
Chilly
|
Chilly looks up from his searching. mostly useless junk. You would think there wad something valuable
got the crate? Good. Let's get out of this dump.
Misarru
|
"Hang in there for just a moment longer, I'll get this crate away from this and we can break open the crate if needed."
Misarru fastens the rope around the crate and moves over tho the panel and operates it to move the crate over to a safe place.
Artix Erling
|
"Excellent job Misarru. Let us get the crate secure, get what we need, and get out of here."
Artix watches and waits for the crate to clear the hole before helping to guide it to a safe location.
| StephNyan |
@Misarru: I'll use your 'leftover' Acrobatics and Reflex rolls for when you move back over the plank.
Misarru has an easier time walking the plank this time, and arrives safely at the lever. He pulls the lever and the crate's dragged from the small platform it rests on, and places the crate safely in front of Sparkle's feet.
Eager to see what's inside, Sparkle opens the crate. 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*, three bags of powder*, a deck of marked cards*, and two sets of average loaded dice*.
Items marked with an asterisk may be found in the Advanced Player’s Guide.
Remember all loot will disappear at the end of the scenario, so make use of these items and the other loot you found while you can.
Artix Erling
|
"A strange assortment of books, but at least we have what Karela wanted."
"Well we were told to take whatever else we could use from the crate and warehouse. Better than letting it all go to waste." Artix will grab one of the vials of alchemist fire and a bag of powder. He then heads to where he saw the composite longbow and slings it over his back.
Misarru
|
Misarru makes note of the books in a small journal he keeps and notes the owner of the Pickled Imp as the new holder of these volumes. He then takes the deck of marked cards and the sets of loaded dice, thinking he could make them work to his advnatage when he's on a break. He also quickly pockets the masterwork thieves's tools, only saying:
"Things like these should be handled by an expert."
| StephNyan |
While discussing how to divide the loot, the party travels back to the Pickled Imp. Here they deliver the items Guaril requested.
Back at The Pickled Imp
"Ah, you're back!", Guaril says as the party enters his shop. "Did you find what I requested from the warehouse?"
The party gives the shopkeeper the items, and his face brightens. "Ah, thank you! I take it you didn't run into any difficulties? No? good! I'll have Venture-Captain Ambrus Valsin know you completed this request."
Before the party can get in a word, Guaril urges them to leave. Back on the street, the party has to decide where to go next.
Please discuss which task the party will do next, while dividing the loot.
If you take a cart to your next task it'll cost 1cp per person, and you'll have plenty of time to finish all tasks in whatever order you wish.
Sparkle Weave
|
I think Orin will first have to get past Misarru for those things Sparkle Weave ;) Misarru has nimble and quick fingers for those.
All yours, somehow I missed you taking those in your post.
Chilly
|
Chilly takes the last flask of alchemist fire and the acid.
easy enough job. Can I get some healing, if there is some available?
Chilly indicates the wound he took from the dire rat.
Artix Erling
|
Seeing as noone took the weapon blanch, can Artix grab that and the last bag of powder?
Artix looks to the group and back to the shop. "Well I guess we should decide where to go next. I believe the Ascendant Court is the closest to us at the moment." He looks up at the sky trying to judge how much time they have to complete the mission. "Hmmm we might want to hurry, if we are to complete the other tasks in time."
Misarru
|
"Agreed, the fastest route is the most desirable one if we want to impress Ambrus. I for one would like to get a good first impression so we can start of an bigger adventures after that."
Misarru says as he pockets the last few of his new items.
"To the Ascendant Court we go." And those orphanage brats...
| StephNyan |
The Ascendant Court
At the center of the City at the Center of the World lies the Ascendant Court—Absalom's religious hub, the site of ascension of four gods, and the final resting place of the Starstone itself. The Ascendant Court is the religious center of Absalom, holding the preponderance of the city's temples as well as the cathedral of the Starstone Located at the physical center of Absalom, it serves as a hub between other districts: all roads in the Ascendant Court lead to the Starstone.
Not far from the Starstone Cathedral one can find a number of major temples such as Sarenrae's Temple of the Shining Star. When the party gets closer to the Temple of the Shining Star, they get a feeling something’s wrong.
Temple of the Shining Star
Arriving at the Temple of the Shining Star, you’re immediately directed to Ollysta Zadrian. This paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously. As she notices the party’s arrival, she strides forward, addressing the group in a strong voice.
”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 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?”
Chilly
|
sense motive: 1d20 - 1 ⇒ (19) - 1 = 18
wow, chilly is on form today, I actually made the roll.
people stealin from orphans, tch, tch. Reprehensible. We'll see it safely on its way, and make sure the good mistress is on the up and up.
Chilly gives the paladin a friendly grin and touches his head in a casual salute.
Artix Erling
|
Sense Motive:: 1d20 + 0 ⇒ (11) + 0 = 11
"We will see what we can find out. Have you gotten any reports or issues that make you doubt the headmistress's worth of receiving your aid?"
Misarru
|
Sense Motive: 1d20 + 6 ⇒ (6) + 6 = 12
"If that is what we must do to get your approval, we will do so."
This might get more fun and interesting than I initially thought, gathering intel to see if someone isn't a swindler. Well takes one to know one I'd think.
"Of course we hope that 'Auntie Baltwin' is in proper need of those medicines, not for personal gain."
He grins at the young paladin, smiling his wicked smile as he knows the paladins aren't quite overjoyed with his kind.
| StephNyan |
@Chilly: I assumed you did. Indeed, 1cp.
When the party has no more questions for Ollysta, they will leave the Temple of the Shining Star. Before the party heads to Auntie Baltwin’s Home for Recovery, they may wish to ask around about the orphanage and the headmistress’s quality of character.
On your way to the orphanage
Auntie Baltwin’s Home for Recovery
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.
There's no map for this location. If you want anything to happen you'll have to step inside and explore, and/or interact with one of the inhabitants you see :)
Misarru
|
Misarru will ask any people they meet close to the orphanage and children as well for possible illegal activities or fraud of Auntie Baltwin.
Knowledge Local: 1d20 + 5 ⇒ (14) + 5 = 19 Ah so close
Misarru mulls this over before speaking to the others about it.
"The way people speak about this lady Baltwin, she can afford good alcohol and sends the children 'off to town'. Seems to me like she might be having a few things on the side, else she couldn't afford such luxuries with so many kids. Either that or she's filthy rich to begin with, but then she could have bought medicine herself I'd wager."
Misaaru walks into the Recovery Home and looks to the children shooting marbles. He grins and walks over to them. He begins doing small talk, asking their names and talking about shooting marbles himself when he was a kid, he entertains them with his nimble fingers and conjures up marbles, exchanges them with coins and lets them check in which hands he's got them.
Take 10 on Sleight of Hand for 17.
"Now you try and try to fool me." It's a simple test to see if they have the pickpocket skills he thinks they might have.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"So I hear you go out to town everyday, what do you do there? Play around? What kind of games?"
Chilly
|
diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21
On fire. Too much good luck, I'm probably going to be hit by a truck later
info that I've picked up says she does like the booze. Also she has dealings with shady characters a lot. And she lives well.
Chilly looks at the building as the group approaches. might be pickpockets. Nice digs for a thief gang though.
Artix Erling
|
Knowledge (Local): 1d20 + 6 ⇒ (12) + 6 = 18
"Seems like she can be quiet the demanding person, and she likes her drinks. I'm not entirely sure on what this 'off to town' is, but it could be something."
Artix looks over the large and well kept house and down to the children playing.
"The home does seem very well maintained for having so many little ones. That does bring up some concerns."