GM Engleaktig
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Roleplaying! Of all the silly, time-wasting pastimes!
LOL!
The first three boys continue to play with Sir Dydimus. He may ask them further questions about anything, if he wishes. For that matter, so may Opal, since she doesn't want to interact with Auntie Baltwin. (She can fill in to make a fourth for their game and complete the 'legal' table.)
Auntie Baltwin calls out to the boys, "Be careful, children. You don't know where that thing has been!" She makes a sound of disgust. "Make sure to wash your hands when you're done playing with it," she finishes, referring to the small arcane duelist.
Sir Dydimus
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I think she was talking about you. says Diydimus to the 4th kid if he is still around.
OK you guys ready to start? Once everyone is, It is dark and stormy night. You are all in your favorite coffee shop when a mysterious stranger walks it...
As they play Dydimus asks about their likes and dislike, how they enjoy living here and what they dream of becoming when the grow up; when he isn't telling them heroic stories about his own adventures that is.
GM Engleaktig
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Dydimus: 1d20 - 2 ⇒ (1) - 2 = -1 (Nope...)
Dydimus gets the same info as before.
Opal: 1d20 + 1 ⇒ (7) + 1 = 8 (The dice hate you guys today!)
Same with Opal.
Van overhears the conversation:
Van: 1d20 - 1 ⇒ (10) - 1 = 9 (Eyeroll...)
Caranthir also overhears the kids with Dydimus:
Caranthir: 1d20 ⇒ 10 (Ugh!)
And, so does Alek:
Alek: 1d20 + 3 ⇒ (17) + 3 = 20 (Finally! At least I didn't have to roll for the animal companion. LOL! :-) By the way, several cats walk up to Cinderpaw and rub up against him affectionately.)
The thought dawns on Alek that there's something "different" (though, not amiss) about the way the children reference the "helping out" (chores) that they do.
Van Potter
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Van strolls into Baltwin's house and looks around, "Nice place you got here, lady. You mind if it hit you up for a drink? I could use something with a kick, if you know what I mean."
Perception: 1d20 ⇒ 4
GM Engleaktig
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As though by habit, Auntie Baltwin automatically responds, "Oh, sure! Help yourself. I keep the good stuff in the..." She stops speaking abruptly, realizing that she just messed up. Her eyes go momentarily wide. "Uh, heh heh," she stammers, "What I mean is..."
Y'all already knew that she's a bit of a lush. :-)
Caranthir: 1d20 ⇒ 12
Dydimus: 1d20 - 2 ⇒ (19) - 2 = 17
Opal: 1d20 + 1 ⇒ (9) + 1 = 10
Van: 1d201 ⇒ 19
Caranthir and Van (and Dydimus, too, but only if he comes inside to interact with Gilga Baltwin) spot broken blood vessels in Auntie's eyes and nose. She also has slightly shaky hands, glassy eyes, and a very fine sheen of sweat.
With a breath, she gathers herself and continues, "Ha! Seems most days you need it if you want to make it through the day in this house. These children are killing me!" She pauses for a half a heartbeat, "But, you know, I'm all that some of these kids have. I should really give myself up to guidance and recovery. Maybe I could attend those AA meetings at the Temple of the Shining Star..."
Sir Dydimus
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The party hears some excited commotion in the yard and then Dydimus dramatically call out, Roll initiative!
Opal-Alchy
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What I don't understand is, how she can think Elves are filthy, when she lives with cats... and, ick, *children*.
Van Potter
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Van makes himself a drink and takes a seat, "Yeah, I know right. Kids are just the worst aren't they?" He says with a wink, "It's gotta be hard to make the dough keeping this place running. Too bad you can't make the kids work, amirite?"
Caranthir Silverhand
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With Auntie Baltwin now distracted, and knowing he will be unable to discuss anything with her, Caranthir slips into a hallway to look around the facilities.
Dydimus seems to be stuck in-character.
stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Sir Dydimus
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Actually Dydimus has forgotten all about checking out the upstairs and is focused solely on running the game and hanging out with his new friends.
Those listening can dydimus in the yard,
Critical Threat! Roll to confirm!
Van Potter
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"Yeah, I get that. I used to help my Pops out all the time when I was a child. It builds character, I wouldn't be the Gnome I am today without all that hard work." Van shrugs and takes another sip of his drink, "What's this medicine we're dropping off for anyway? You got a sick kid who needs it? Some kind of plague going around the city I should know about?"
Alek Stormcrow
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After his disastrous attempt at gaining Auntie Baltwin's favor, Alek remains quiet as Van works his verbal magic with the clearly alcoholic woman. He instead looks around the area while the walk and attempts to help shield the elves as they seek to sneak off... by casually positioning himself to block line of sight.
Aid Another (Caranthir): 1d20 + 5 ⇒ (8) + 5 = 13
Aid Another (Opal): 1d20 + 5 ⇒ (10) + 5 = 15
Van Potter
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Van nods as he listens to the woman, looking for any tells despite being horrible at playing poker.
Sense Motive: 1d20 - 1 ⇒ (2) - 1 = 1
"You seem like an honest and forthright lady, you just might want to cut down on the drinking. Is it just you running the joint?"
Caranthir Silverhand
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Caranthir moves quietly to explore the house. Looks like I made it away, but what are the options to explore?
Caranthir Silverhand
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Hmmm...
Caranthir notes which charities have donated supplies, as well as the type of supplies, then moves upstairs.
stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Caranthir Silverhand
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Caranthir smiles at the children, but then continues investigating.
Okay, so the only thing upstairs is a room with 3 kids?
Alek Stormcrow
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*Cough*Talktothem!!!!*Cough* Sorry, I had a little apple biscuit stuck in my throat...
GM Engleaktig
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:-)
Caranthir: 1d20 - 2 ⇒ (15) - 2 = 13
Opal: 1d20 + 1 ⇒ (1) + 1 = 2
Sorry. :-( Those rolss simply aren't high enough. You don't get any further useful information from Auntie Baltwin or this children. There are also no further useful clues in the house.
The party already has several useful bits of information about the orphanage. It's enough to give a fairly full report to the Silver Crusade. If anyone would like to interact further with any of the NPCs here, you are more than welcome to. Else, we shall proceed.
Caranthir Silverhand
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Seeing nothing else to examine, Caranthir returns to the children.
"How are you doing? I'm a Pathfinder, and we're here to deliver some medicine. How long have you been sick? Are things okay here for you?"
GM Engleaktig
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"We haven't been sick very long. Auntie Baltwin usually gets us better within a day or two." Cough. Cough. "Thanks for the medicine, though. I think Auntie Baltwin drinks an awful lot of her "special" medicine. She must be real sick. She usually takes the first dose straight from a bottle as soon as she wakes up!" Cough. Sneeze.
Van Potter
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Van continues to run interference for as long as necessary until everyone else is satisfied with their investigation. Afterwards, he looks extremely drained from all the small talk.
Caranthir Silverhand
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"One last thing," Caranthir says to the children. "Would it be fair to say that Auntie Baltwin takes pretty good care of you, but that she is often taking 'medicine' and that she can be pretty mean?"
GM Engleaktig
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Anything else here at Auntie Baltwin's?
____________________________________________________________
Having completed three of the tasks on their list, the party is left with only one more: 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.
The Pickled Imp is a curio shop in the seedy, harborside Docks district. It is owned by Guaril Karela, head of the Absalom-based Sczarni. The party arrives there shortly after leaving Eastgate.
"Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need."
Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.
"Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases."
"There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it.That's the only parcel I’m interested in, and as far as I'm concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway."
"My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me."
Any questions for Guaril Karela?
Sir Dydimus
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Sir Dydimus wraps up the game (it was a Kids Quest) and joins back up with the rest of the group.
See you guys next week He calls back to the kids as they all head back to the temple and report what they discovered.
As they head down to the docks Sir Dydimus takes a detour and picks up a meat pie for a late afternoon snack.
The Halfling's eyes go wide as he explores the shop. The clinking of glass and gasps of wonder can be heard from the shelves as the rest of the party listens to the shop keep.
Caranthir Silverhand
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"How did your infiltration mission go, Sir Dydimus? Did you catch the smugglers?" Caranthir asks as they walk toward the warehouse.
Seems pretty straightforward unless anyone had questions for Guaril Karela.
GM Engleaktig
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I realize that not everyone is available to ask questions now. We can retroactively answer them. I'd like to set up the next scene, in the meantime. :-)
The party heads out, following Guaril's directions.
Called pelican warehouses, these buildings perch at the end of piers, allowing a ship to load and unload farther out from the busier docks. Many of them either accommodate smaller vessels that are in a hurry or larger ships unable to find an open dock. Rare these days, most pelican warehouses lie in disrepair, withered from storms and salt, and every year it seems another one falls into the harbor. An increased tax on this type of property keeps many of the owners from rebuilding and some have even relinquished the titles to their small warehouses, allowing them to fall into the hands of squatters and smugglers—or into the bay itself.
The pier this pelican warehouse sits on stretches 100 feet from the boardwalk and the docks proper, and stands 15 feet above the water. The planks on the pier are sturdy but weathered. A few local fishermen and some kids sit scattered along the pier casting nets or bobbing lines into the waters below.
The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope.
Sir Dydimus
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What smugglers? Ask Dydimus with a mouth full of meat pie.
Caranthir Silverhand
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"I did not think you would be so easily distracted from such important missions. I suppose the apple biscuit smugglers will continue to have free reign."
Caranthir trudges on toward the warehouse.
Sir Dydimus
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Why would anyone smuggle apple biscuits? Do you want a apple biscuit? I think I might still have one left. rummaging though his pouches he produces a paper wrapped pastry. Giving it a sniff he offers it to the elf, Nope, all out of biscuits, would you like a meat pie?
Van Potter
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His head still a little foggy from the drinks at Auntie Baltwin's place, Van has very little say at the Pickled Imp. He does, however, start to sober up when they reach the pelican warehouse, "I got that handy wand of Knock if we want to march right in. Since they're just gonna take it away from us at the end of this, I'd like to try it out."
Sir Dydimus
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Hey! cries Dydimus as he runs off chasing his pie in the sky.
ba dump dump chshshshshshshsh!
Opal-Alchy
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Should we try to sneak up and in to see what's in there? Is anyone stealthy willing to go check things out and report back?
Caranthir Silverhand
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"I would suggest Dydimus," Caranthir says, "but I am not sure his attention span is long enough to remember to report back."
The elf looks down the dock at the warehouse.
"Perhaps in this case it might be better to hide in plain sight. If we act like we belong here and are inspectors or something, it is likely no one will take notice."
Sir Dydimus
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Sir Dydimus comes strolling up up the dock mucnching on something and carrying a small burlap bag. Sorry Caranthir, I lost your pie. I was able to find some Qadiran Almonds, fresh off the boat! He offers the elf and the rest of the party the open burlap bag which is filled with almonds.
Caranthir Silverhand
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After accepting a handful of nuts, Caranthir moves purposefully toward the door of the warehouse.
"Let's just see if anyone is home," he suggests.
The elf moves to the door and checks to see if it is open.
perception: 1d20 + 3 ⇒ (1) + 3 = 4
Mmmm...these almonds are deceptively good.
Sir Dydimus
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Seeing Caranthir looking around Sir Dydimus will mimic the elf.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Mmmm...these almonds are deceptively good
I know, they are so fresh. responds Dydimus mentally.