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"Well, my friends, we've got company!", the dwarf exclaims.
He takes a step back, over some crates, and as he does so takes a hunk of cheese out of his sack.
"Cheese for animals", he says to Lucky Lee and lets go of the chesse, which remains floating in the air. He then swings his arm to the side, and the lump of food hurls itself forcibly at the red rat.
Telekinetic Blast: 1d20 + 2 ⇒ (3) + 2 = 5, Damage: 1d6 + 5 ⇒ (4) + 5 = 9

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Tabarg inspects the situation inside the warehouse, laughing out loud when he realizes the single crate that didn't collapse into the sea is their quarry.
"How convenient! Now just to safely pick it up, eh?"
He notices Umbaraki sketching his plan and takes a look.
"I think I understand what you're saying, my brother. This seems like a good idea to ensure we do not fail, but which of us should be the one to carefully take the crate? What about you, Ninura my friend? You seem light and quick. Or perhaps you, my lucky brother?"
"I'm no sailor, but I might be able to get the crate. If you guys can hold that sail underneath I can give it a whirl."
But, before the plan is put into motion, rats attack!
"Huh? What's that sound..?"

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"Cheese for....? Rats!"
"RAAATTTS!"
Enter Bloodrage.
Lucky whips his staff sling round, loosing its bullet at the nearest rat. The faint smell of sulphur is apparent.
sling vs red rat: 1d20 + 5 ⇒ (10) + 5 = 15damage, rage: 1d6 + 3 ⇒ (6) + 3 = 9
Having loosed his ammunition, Lucky drops the staffsling and levels his polearm.
Raging AC=17
Edit: forgot knowledge check.
know.nature, untrained: 1d20 + 1 ⇒ (20) + 1 = 21
"EGADS! DISEASE!"

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Knowledge (Nature): 1d20 - 3 ⇒ (10) - 3 = 7 Untrained, max DC 10
Seeing his companions were already attacking one of the animals - which he was clueless about, thinking they were simply weird rats - Jomal advanced and moved towards another (orange), trying to hit it with his sansetsukon.
Attack: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Damage: 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14
While moved, the not-so-intelligent monk imagined why his companion, Tabarg, was trying to feed the animals which are clearly aggressive. Plus, he thought on how the Dwarf wasn't too skilled on feeding animals, since he "threw" the cheese clearly with too much strength!
Activating monastic as a swift to gain +1 AC for 1 minute (17+1=18 now).

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Knowledge (Nature) DC10: 1d20 + 6 ⇒ (16) + 6 = 22
Umm... Defenses and Special Attacks
"Sqeek. Sgeek Sgeek Sgeek, Sgeek." Realizing he was talking rat, he switches back to common. "Dire rat. Bad bite. Disease."
Aurk moves up behind Jomal and touches him with his hand, casting Resistance on him to fight off any disease if he is beaten.
Cast Resistance on Jomal: +1 to all saves on next save roll.

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Sorry for the late update. Busy day at work today. Aurk, no special defences and attacks, other than the disease. Although I forgot to mention that the disease would damage both dexterity and constitution, and requires two consecutive saves to clear. Nasty!
The rats eye the piece of cheese that Tabarg flings over, but they are too clever to be distracted by this. They are probably thinking that after killing you, they can feed on you AND the cheese. At the very least though, Tabarg moving back cleared the space for Lucky, who now has a unblocked view of one of the rats. He lets fly a small bullet which smashes right through the skull of the nearest (red) rat. It screeches in agony in its death throes, moaning the fact that it never did get that piece of cheese.
Jomal quickly closes in, bringing his flailing rods of wood to smash down onto the spine of the next rat in line (orange). This one goes down with barely a sound. Aurk moves up to lay magical protection on the nagaji while Umbaraki rushes back into the warehouse after hearing the commotion. On the way back in, he seems to see the lazing fisherman in the distance awoken by noise as well.
The remaining rat has clearly worked itself up to a frenzy, not noticing or caring how quickly the Pathfinders are exterminating its companions. It hops forward to attack what it perceives is a large snake, but Jomal deftly sidesteps the rat's bite.
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
red rat
orange rat
yellow rat
Hoshi
-------
Round 2:
~~~
Tabarg
Jomal
Umbaraki
Aurk
Lucky
yellow bite vs Jomal: 1d20 + 1 ⇒ (14) + 1 = 15

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Hoshi draws her rapier and hurries to the sound of the rats... Only to see that she can't reach past her companions. She keeps moving, circling around the crates and up behind the rat.
Double move around the fight.

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Jomal flurries his sansetsukon with power and violence against the remaining rat. The nagaji obviously got scared for a moment when he heard the word "disease", but now it was too late for him to back out.
Attack 1: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage 1: 1d10 + 7 + 3 ⇒ (10) + 7 + 3 = 20
Attack 2: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Damage 2: 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14

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Even after seeing Jomal strike hard on the last remaining dire rat, Aurk still swings his club at the rat. "DOODAT!"
Club: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

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"PLANKS, Uh, uh, nails!" gasps Lucky, recovering from his over-exertion as Jomal and Aurk beat on the last rat.
Lucky points to the planks against the wall, and the crates contaning nails, "Make platform? Then move our prize. Whew, eh?"

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Jomal caves in the skull of the remaining rat with ease, and with none of the Pathfinders worse for the wear. But the commotion from the brief but fierce battle might have drawn some attention...
Combat over!
Ok, if you guys going to build the platform, I'll take an knowledge(engineering) or disable device to construct (aid allowed), then acrobatics to move on it to the crate (no aid), and dex check to catch the crate using the sail cloth (aid allowed).
You can also search the rest of the warehouse to see if anything else useful turns up.

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"Well, that was over quick! Nice job, crew." Hoshi remarks.
She checks around to make sure there's no more rats that are about to jump out at them, then moves over to the planks.
"Platform, hey? Now you can lend a hand, Tabarg," she says with a grin. "Or are you only good with cheese?"
Disable Device: 1d20 + 8 ⇒ (11) + 8 = 19
Anyone have better than Hoshi's +10 acrobatics to get over there?

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"Seems like the more orthodox means of destroying threats prevail this time", Tabarg says as he maneuvers around some crates to pick up his cheese. As he does, he peeks in the crates around him, checking for anything that might catch his eyes.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
"My friend, why lend a hand when I can do it from right here? I can only move up to around 5 pounds at a time though, so don't expect me to do heavy lifting."

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"I don't mind lifting stuff. I reckon our scaly friend can manage a deal more weight than me, though."
Lucky does his best to assist. "helpful" halfling trait means i give +4 on a successful assist.
know.engineering untrained, aid hoshi: 1d20 + 1 ⇒ (7) + 1 = 8
Dex check, help with catching (aid another): 1d20 + 3 ⇒ (6) + 3 = 9
not sure about aiding with mixed skills but not trained in disable device, so thought i'd make a roll anyways. And not so lucky today.

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The Pathfinders drag over the planks of lumber towards the hole, while Hoshi focuses on building a platform that reaches across towards the crate. Tabarg manages to find a hammer among one of the crates which makes Hoshi's job much easier. Despite Lucky's failed attempt to recall something useful from watching the carpenter some years ago at work, Hoshi, with her deft and practised fingers, manage to put together a reasonably stable structure. But there's only one way to tell how well it would hold up weight...
Tabarg continues digging through the warehouse and turns out quite a bit of simple sundries including beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nets, raw cotton, rough wool, spare sails, various pulleys and tools, and cheap weapons.
So I have Hoshi going to the plank (acrobatics check to balance), and Lucky to assist in catching the crate with the sail. Who is the main "catcher"? Remember that you can take 10 with skill and ability checks, but not when aiding.

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I’d say it’s better to have Hoshi catching and I’ll go for the Acrobatics. Mine is not as high as hers, but I can take 10 for a 16 - probably enough, and her Dex is better than mine.
Jomal offers to go for the crate, and have the dexterous Hoshi on the catching side. The monk wasn’t too skilled in many things at all, but the years of monastic training gave him a bit of an acrobatic agility.

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Hoshi grins. "Alright. Go for it, pal."
Hoshi grabs hold of the sail and prepares to catch the crate if it falls.
Dexterity: 1d20 + 4 ⇒ (6) + 4 = 10

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Aurk puts away his club and walks over to the area the crate is in. Seeing what the others are doing, he looks a little bit confused until they pull out the sail and it then clicks with him.
He goes to try and help with catching the crate.
Dex check to catch crate (Aid Other): 1d20 + 2 ⇒ (12) + 2 = 14

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Despite Jomal's relatively larger heft, Hoshi's cleverly constructed platform is strong enough to hold his weight. The rotten floor around the hole groans somewhat but not being directly loaded, still holds. Once he sees the sail cloth held in ready position, Jomal pushes the crate into the makeshift net. The crate lands smoothly on the sailcloth, but unfortunately not in its direct centre. Hoshi desperately tries to adjust but for a heart-stopping moment, it looks like the crate would slide down one of its folds. The quick reaction of Aurk saves the day, however. He reaches over and with a yank, stops the crate from sliding further. Very carefully, the group of Pathfinder lift the net with its precious cargo out from the hole and move it onto stable ground.
Success!
Wasting no time, the Pathfinders lever off its cover, revealing a hotch-potch of miscellaneous equipment. (Putting them in spoilers below. Please distribute accordingly. Anything not claimed, I'll assume would be in the backpack of the strongest fellow, i.e. Jomal.) Deep within the crate, you find the ultimate prize you are looking for, a smaller mahogany that Guaril sent you for. Inside, you find 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. What he needs these for is unclear, and all you can do is to deliver them.
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.
Ok, pausing for approximately 10 hours before proceeding to the next mission.

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Hoshi lets out a yipping laugh when they get the crate securely on the floor. She digs through the goods with interest.
Hoshi picks up the masterwork thieves tools and two vials of alchemist's fire.

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Knowing that it could be useful when thrown, Ironbelly picks up the flask of acid. He wrinkles his nose at the marked cards and sets of loaded dice, but doesn't do anything about them.

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Lee grabs a bad of powder and the adamantine blanch, which he uses immediately to coat a number of bullets.
"Adamantine blanch!" Best used on ammunition I think. Here, pass me your bullets. I'll sort it."
Coat 10 bullets in the blanch. Or other ammo if folks would want. Some of Hoshi's bolts maybe?

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Aurk smiles when the crate is successfully pulled to safety. "OOK!" he shouts happily.
Watching the others sort through the crate, he looks in afterwards and frowns when nothing interesting is revealed. Aurk was hoping for puppies.

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The Pathfinders makes their way back to the Pickled Imp through the docks. Back along the pier, the lone fisherman looks curiously at the group, but with Hoshi still in the guise of the guard, he wisely decides to keep his boat at a distance, disregarding whatever commotion he heard from within the warehouse. Guaril was pleasantly surprised to see you returning to quickly, and after a quick check to verify that all his items are present and in good order, nods in appreciation for your effectiveness and silently passes over a pouch of coins. (111gp each) "So, if the business of trade interests you, look up Aaqir al'Hakam. Or me, if your interest lies in uh... other forms of goods exchange."
The second task on Pathfinder's list is to head to the Temple of the Shining Star, the Ascendant Court’s massive temple to Sarenrae, to meet with Ollysta Zadrian, a retired Pathfinder now operating the Silver Crusade, an effort to use the Society’s resources to help those in need and spread good deeds throughout the world. Arriving at the Temple, you are immediately directed to her. This paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously. (Portrait updated in maps and handouts)
As she notices your 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?"

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Aurk listens to the paladin, somewhat confused by her beauty combined with her haughty look. But he understands she is trying to help those less fortunate.
Aurk retrieves the parcel and secures it for safety. "We take to Auntie's place. Help children."

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"Deliver the parcel, and make sure the lady running the place is on the up-and-up. We can do that ma'am."
Lee thinks for a moment with pursed lips, before continuing in a hushed tone.
"Ma'am? You think your Crusade could help me too? I'm not after coin. Easy enough to earn that. My problem is a bit more existential, you might say. The Devil Nuns of Isger poisoned my blood with - well, with something. Tried to turn me into a weapon, and kind of succeeded. They have no sway over me now, don't you worry. I want to get clean. Can you help?"
Lee looks up hopefully.

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Once they're away from the warehouse, Hoshi drops her disguise, reappearing in her usual furry form.
"Much better!" she exclaims.
At the temple, Hoshi smiles. "Can do," she tells the preacher. "Consider it done. If they've got secrets, we'll find them."

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"Thank you. I am always heartened to welcome new Pathfinders to the Society." She hands the package to you, but before you set off, she pulls Lucky to one side.
---
On the way, you ask around about the orphanage and the headmistress. While most admit she is a mean old bag, they also all reply they think it is great what she’s doing for the children. Some, however, with more interactions with her, are able to share more.
Diplomacy (Gather Information) or Knowledge (Local) checks.
Pausing a bit in case you wish to discuss strategy, etc.

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Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
Aurk looks around but when he sees the children he heads straight for them. He starts playing with them and telling them tells.
"Fox lady over there lead us to warehouse where some bad guys goes where. She was good at dealing with lock. But then we attacked by big, scary rats. But Aurk was not afraid. Aurk took up Doodat and smash rats. Lizard guy and others help also."
He goes on telling tall tells forgetting that he should be asking about the Headmistress.

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Diplomacy: 1d20 - 2 ⇒ (14) - 2 = 12
Tabarg resists the urge to put some coin in the hands of those who seem like they might have something to say, instead relying on the simple willingness of the people to answer. This doesn't fail the dwarf, as one Miltvis who runs a local market confirms that, although often rude, she's a good customer who kept his whiskey business running for decades.
"Whiskey, my friends, you hear that? I doubt the poor little orphans have much need for whiskey, and Auntie's probably supposed to have better use for her coin. Suspicious, suspicious, eh?"

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Lucky asks around to see what he knows about Auntie's place.
diplomacy: 1d20 + 2 ⇒ (9) + 2 = 11
"Miltvis? Oh, I know him. I've bought booze and victuals there. Is Auntie Baltwin that mad old lady always pushes to the front? Says 'Think of the poor children!' whilst she's grabbing for the whiskey? Seems like an unsavoury sort to me. So, what's the plan here? I think some of us need to keep Auntie occupied whilst the rest have a proper look around her place, and talk to the children. Anyone here good with kids?"

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Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
"The neighbours are sick of the noise the kids and the cats make. Apparently Auntie sends the kids 'off into town' during the day, which the neighbours love. But, I wonder what they're doing in town all day..."
Hoshi shrugs. "I'm alright with kids, I guess. But, I'm better with disguises. If we can spot a kid who's leaving the orphanage, I can disguise myself as them and slip on in." After a moment she adds, "Why don't we say we're here with the meds, but that the church has some questions for her to figure out if they need more assistance. You know, wave the potential of more cash in her face. She might give you a tour, and at least she'll answer some questions. While you guys stall and ask questions, I can slip into the house."
"Any other bright ideas, guys?"

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Diplomacy: 1d20 - 3 ⇒ (6) - 3 = 3
Umbaraki nods curtly in agreement with Ninura's plan. The idea that this woman might be taking advantage of these children clearly sitting poorly with him.

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Diplomacy: 1d20 + 3 ⇒ (1) + 3 = 4
Jomal isn't able to gather much and he doesn't really know much at all about the current city (or country, for that matter). The monk reunites with his companions still carrying on his bag the uncollected spoils from the last incursion (the ones no one chose). He, himself, didn't bother to choose anything at all, just hoping that whatever lasted would work for him somehow.
This whole plan sounds fairly intricate, my friend... Not to say complicated. Who am I to say anything, though?
While he responds to Hoshi's plan, he scratches his head. He hopes he's following up with the others, but suspects he's not.
Anyway... I think I can do my part. I can help bringing the medicines and trying to... Stall her. Maybe even ask for the tour.

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"I'm good with Hoshi's plan." Again. Oddly enough. Let's see if it works out. Strange bedfellows...

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Aurk, you were not there yet... :)
Sorry, missed this part below earlier, 'cos it was in a different section of the scenario. Sigh...
In addition to what you've found out from specific people, a number of passersby comments that other than being an orphanage, Auntie Baltwin’s Home for Recovery is known for being a place where sick kids go to get better, and the results seem amazing. Some people claim the place looks odd because people are always coming and going, sometimes taking kids with them.
Soon, you find yourself standing in front of Auntie Baltwin’s Home for Recovery, and while you were not exactly sure what to expect, it likely was not this. As an orphanage, you might have expected a place rather ramshackle, but the house actually looks really ... pleasant. It is quite well-maintained and sited in a rather good neighborhood. Not quite to the standard expected in the Ascendant Court district, but nothing shabby like what you would find down in the Docks. Three young boys shoot marbles in the dirt near the side porch, so engrossed in their game that they hardly notice you approaching. Amongst the boys are swarming hordes of cats within the estate.
The front door is wide open, and inside, this fine upper-class home is like what the outside presents. Although toys are strewn about and more cats lie about on the floors, appears to be clean and in good condition considering the number and ages of its inhabitants. Coughs and sneezes softly erupt from the children’s dormitories upstairs. A few children who appear to be taking care of chores walk past the door. A young girl notices you standing outside and calls out into the house. "Auntie Baltwin? I think there're guests." She then continues her way and move out of sight.
A rather crotchety and warty woman hobbles up to the front door, and stares at the lot of you suspiciously. She sniffs disapprovingly at the large group of dwarves, raises her eyebrow at Lucky in a rather condescending manner, and takes quick glances at the exotic kistune and nagaji, uncertain what to make of them.
Without a word of greeting, she sneers, "Yes, what do you want? I'm busy!"
Portrait and map updated in the maps and handouts. Yes, she so totally does not look like an evil witch. :) Again, for this encounter, please position yourself according. Like if you want to search the kitchen, please move your token there.

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Oh, Hoshi wasn't intending to be seen with the others outside Aunties.
Before approaching the house, Hoshi hangs back and watches the kids. She waits until the others go into the house with Auntie, then transforms herself into a child (that looks remarkably like the boy playing marbles) and slips into the house.
Using disguise self to transform into a one of the kids I've seen. Disguise: 1d20 + 1 + 10 ⇒ (5) + 1 + 10 = 16
Stealth to sneak into the house without being noticed: 1d20 + 8 ⇒ (18) + 8 = 26

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Aurk shows some interest in the marble game the boys are playing but is quickly drawn to the cats. He is watching the cats as the group approaches the entrance.
When Auntie approaches them and addresses them, Aurk's attention is quickly drawn to her. "My you are ugly. Do kids wet bed with nightmares of you?"
Aurk then enters the building, pushing the Auntie aside. He sniffs the air and heads right into a room he thinks might be the kitchen. "What you got to eat?"
Seeing the girl in the room, he smiles and wiggles his fingers in greetings to her.

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Hoshi, in the guise of one of the boys, strides into house surreptitiously. Nobody seems to pay particular attention to her, and even if they did, there is little cause for alarm.
Hoshi, where in the house exactly are you going? Your token is outside the house?
"My you are ugly. Do kids wet bed with nightmares of you?"
Aurk then enters the building, pushing the Auntie aside. He sniffs the air and heads right into a room he thinks might be the kitchen. "What you got to eat?"
Auntie Baltwin screeches, "What? How rude!" But before she could protest further, the dwarf has barged right in. She could only stare incredulously at his back. She turns to glare at the rest of the party, and yells out, "What is the meaning of this? Get him out! You stay here!" In her fury, she does not notice that she is contradicting herself.
The headmistress storms after Aurk and grabs him by the back of the neck, likely how she has done countless times with her wards. "You can't just barge in here like that! Get out! Before I call the town guards on you!"
In the kitchen is a girl of about twelve years of age. She is preparing some food ingredients but freezes when the stranger enters, followed shortly by the headmistress. She looks uncertainly back and forth between the dwarf and her.

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Heal: 1d20 + 2 ⇒ (10) + 2 = 12
Tabarg stays at the back, realizing from Baltwin's disapproving sniff that she does not appreciate dwarves and that he probably doesn't have much to say that can calm her down. Instead, he simply lets the situation unfold as Aurk barges in, closely examining her reaction.
"My friends", he says quietly, "something is definitely wrong about this woman. She has broken blood vessels in the eyes and nose, her hands are shaky, her eyes glassy, and she's sweating like a pig in Qadiran summer. While I cannot say I am an expert in the field, I've learned from some of my colleagues that this could possibly point at, well, substance abuse. Let us hope our Kitsune friend finds further clues inside."

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Seeing that the others have entered the kitchen, Hoshi takes the opportunity to head upstairs. She enters the first room she comes across and looks around curiously.
Seeing a child she whispers quietly, "That Auntie's a witch! What's the worst she ever done to ya'?"
Diplomacy on the kid: 1d20 + 5 ⇒ (6) + 5 = 11
Perception on the room: 1d20 + 5 ⇒ (17) + 5 = 22

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Lee enters the house.
"Please pardon my dwarf friend Auntie. He's just hungry. So am I actually. Name's Lucky. Our mutual friend Ollysta Zadrian sent us. Say, whatcha got cooking there? Ollysta's keen to know the kiddies are getting fed right, you know?"
Lee follows his nose towards the kitchen, looking over his shoulder at Auntie and smiling as if to invite her to follow.
perception: 1d20 + 5 ⇒ (13) + 5 = 18
diplomacy: 1d20 + 2 ⇒ (19) + 2 = 21
heal: 1d20 - 1 ⇒ (7) - 1 = 6
"Oh, I spy a bottle of my good friend Miltvis' finest! A bit early in the day for that though, don't you think Auntie?"

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Sense Motive DC10: 1d20 + 3 ⇒ (5) + 3 = 8; Darn.
Aurk ignores the woman's attempt to drag him back, wondering if the woman realizes a dwarf is a lot heavier than a child.
He then looks up at her and shudders. "Ook! Even uglier at angle. Venture-Captain sent us. You behave." He slaps her hand away from his neck.

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Jomal follows with the others, paying close attention to Baltwin and her reactions as he moves. His snake-looking eyes cross hers for a moment, but try to discern movements patterns and danger.
Sense Motive: 1d20 + 1 ⇒ (17) + 1 = 18
He then proceeds to follow with the plan, trying to fool her and gain some time.
Like my companions said, we're here for Zadrian. She would like us to do a quick inspection on the place before the procedures, so if you would be so kind... Maybe you could give us a tour?
Bluff: 1d20 + 3 ⇒ (20) + 3 = 23