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Ralin will offer up his blood as well, though he keeps Detect Magic going, to see if anything magical is being done with the blood.
"So, who is this Master Gardener? I would of course prefer to greet her properly."

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Morrin winces as he's pricked, but follows quickly, with his two pebbles from earlier in his hand. His eyes dart around, taking in all that he can see for anything loose within reach.
"Little one, I don't mean to pry too much, but why are you giggling like that?" Morrin asks, slightly disturbed by the, "guide".

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That will take some kind of skill roll to convince the Mandragora.
I am presuming this was directed at me.
My friend, I am only too happy to pay your price of admission. Khazan says while stepping forward and proffering his finger. I would ask to pay the price for this one as well; you see, she is here under direction from her family and thus might not be here if t'was not the case. As her temporary ward, I ask to accept the cost on her behalf.
Diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18

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Pip seems confused that Het Arra has used so many words and he doesn't understand all of them. However you seem to make him think it is a good idea.
"Majordomo Pip one day be Master Gardener. When pip finishes training his troops." He replies to Morrin with all the seriousness a walking tree root can muster.
Pip leads you through a vine choked and cracked hallway to the west and into another room.
A collapsed sign near the door lists the exhibit that was on display in this gallery at the time of the earthquake: “Flowering Shrubs of Eastern Taldor”. Plants once grew in the large, ceramic planters that still hug the southern wall. Dozens of branches clinging to decaying leaves emerge from the wooden door to the north. To the east, a room with healthy trees and shrubs is visible through a glass door set in a wrought iron frame.
"The room not tend these plant anymore. So Pip tends them now. See how well he does?" Pip seems genuinely impressed with his dead plants. "The room that way still has magics so Pip leaves it be. Do you want to see the magic plants?"

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Ralin glances to Grishan and Junia, to see their mood on moving on or examining the magic plants. "You are taking quite good care of them indeed. I have not had an opportunity to examine such plants closely before. May I?" He opens a sketchbook, and gestures, asking Pip if he minds a closer examination. "And then I for one would be happy to examine the more magical plants, if the others do not mind."

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Dozens of healthy plants with vibrant and colourful leaves, fruit, and flowers emerge from the decay in this small greenhouse, spilling out of the pots and berths that once contained them.
Pip describes what each plant is and what each can do. He doesn't mind if you pick some as long as you don't damage the plants.
Among the plants in this room are pair of walnuts that each provides the effects of a potion of shield of faith, a tough length of ivy that functions as a potion of spider climb when chewed, two cherries that function as potions of reduce person, and two watermelons that each produce the efects of potions of enlarge person on the frst person to eat a bite of them. Eating any of these unusual potions takes a standard action. The garden also contains a snapleaf still on the vine.

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Turzyk is indeed interested, inspects the plants, and asks Pip "Good Sir, could you please pluck some samples for me of the walnuts, the ivy the cherries and the watermelons? I do not want to accidentally damage your work here with my clumsiness."
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

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Pip plucks the various plants properly gives out the various pink ones. While doing so explaining how they grow back so fast he often throws them at anyone snooping around then pretending to be a root again. He leads further into the Arboretum quickly afterwards.
Unlike the dead and warped growth in most of the Arboretum, the plants growing in this greenhouse seem to be relatively young and healthy. Several raised beds of earth host strange looking plants with long, sinuous vines, and a small, gently flowing fountain with a red lion statue at its centre sits near the middle of the chamber. Against the wall stands a worktable and chair covered in gardening tools. Working in the green house is a green skinned humanoid creature with a taut green shell extending like a cowl from chin to brow, wreathing a face of brilliant flower petals.
Pip quickly peeks around the corner and shouts "Green woman! You have Guests!" he then hoots and howlers as he sprints back down the hallway.
She turns around surprised and has a look of horror at the sight of your group. "Get back. You won't take us again! We are not going back to Quantium!" Defensively brandishing her cudgel.

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Turzyk ensures the girl is behind him and shows his hand devoid of weapons to the Green woman..."Stay your hand My lady, we are not who you think we are. We mean you no harm and come in peace. Let us talk first then you can judge whether we mean you ill intent."
Diplomacy+Touch of Glory: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 19

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Celfwyn remains silent, though he does continuously examine the plants and check for their alchemical properties.
Knowledge (nature): 1d20 + 9 ⇒ (7) + 9 = 16
Craft (alchemy): 1d20 + 13 ⇒ (8) + 13 = 21

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Ralin nods and observes closely, taking notes, then setting away his notebook. He follows along with the others as Pip leads them into the greenhouse storing magical plants, peering around to examine the healthy plants around him with interest, taking in his surroundings quickly.
Seeing the woman, he nods respectfully to her, while quickly attempting to discern what she might be -- and aids Turzyk, showing that he is apparently unarmed. "There is no need for violence here. There must be a case of mistaken identity. We are not from whatever Quantium you are mentioning, and we have no desire to take you from this place. Have you been attacked before, then?"
Diplomacy auto-aid.
Knowledge: 1d20 + 11 ⇒ (2) + 11 = 13
To determine what she is, if possible

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Celfwyn your knowledge nature determines that between the strange viney pod like plants there appears to be a couple assassin vines growing throughout the plot.
"Attacked? Yes but, I can't remember when." The creature puts one hand to her head as if she is confused.

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Turzyk listens to her words to see if they betray a hidden meaning...
SM: 1d20 + 9 ⇒ (17) + 9 = 26
whispering to his friends...'there maybe something wrong with her mind, i do not know for sure, but she seems unbalanced'

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Sense: 1d20 ⇒ 13
Nature: 1d20 + 9 ⇒ (15) + 9 = 24
Arcana: 1d20 + 10 ⇒ (4) + 10 = 14
Celfwyn looks up from the plants and comments with the team. "She's still part plant. All of the corruption has gotten to her mind. She'll be better if we get her out of here. Or some sort of remove disease to heal her."

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Ralin briefly nods unhappy agreement to Buri. "I must agree with you. If it becomes more important we may try it anyhow.. unless one of us has a potion or wand to aid her now. Shall we ask after the statue, then?" He speaks quietly, his eyes on the woman.

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"While I think we should leave her for now, getting this woman away from here would be a good thing," Morrin chimes in, keeping an eye on things.

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I have returned
J. seems unsure but, eager to retrieve the notes and learn what has Grishan bothered. Especially since the statue is now in sight.
The plant woman has calmed down with the groups attempts to calm her and she is all right with you checking the statue if you leave all harvesting equipment at the door (IE. Slashing weapons.)

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Yes, of course! Khazan says with an emphatic nod. Here, let me collect all the slashing weapons; I will keep them outside while my friends check out the statue. We would not dream of harming any plant that has no intent to harm us!

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Ralin easily agrees, and is not armed with any slashing weapons. He approaches the statue slowly, respectfully, and cautiously, keeping an eye out for anything odd about it: or if there might be anything dangerous about it.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17

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Also no slashing weapons. Just ones that burn... Best they don't know about that.
Celfwyn pulls his rapier slightly showing there was hardly any edge to it. "Not really useful for slashing, is it?" But he'll keep it sheathed or, if it's better for her, leave it at the door.
The elf turns an eye to the statue to see what can be gleaned from its carved surfaces.

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Morrin, nodding towards the plant woman, offers his dagger to her. "In case you want to use it for anything, although it's not much. Other than that, I don't have anything on me with exception of a few stones in my belt pouch," he says, offering his dagger towards the woman.

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The Ghoran woman seems to be wary but, does not stop you from approaching the statue. Searching the Statue you do not find any dangers. However you do find a hollow area underneath the lion. Inside you find several notes that are written in what Grishan tells you is his own script.
Notes are in the Maps
The information in the notes is very lucrative. You figure you could sell it for at least 500 gold pieces to the proper broker.
The third note has a section labeled Case Maldris. You know that the current head of the Liberty's Edge faction is Colson Maldris.

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"Hmmm....odd...Colson Maldris is the leader of the Liberty's Edge faction. This says Case Maldris." Turzyk says casually while inspecting it further.

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Appraise: 1d20 + 8 ⇒ (10) + 8 = 18
"In any case, the Society will be interested in getting this information. Grishan, you say this is your writing? Were you an information gatherer of some sort while you were alive, then?" His tone holds no accusation, merely curiousity.

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Grishan's face holds a look of sudden realisation and embarrassment. "Yes I do remember now. My brother Colson had asked me to gather information on my classmates and their families. Those are the notes I complied but, never delivered. The realisation that my own family had such a dark past upturned my beliefs and I was unable to decide what to do."

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Buri is might annoyed in having to part with his axe but he does so to avoid an unecessary confrontation. One must make peace with his choices and hope to learn from them to guide his future ones. The druid says.

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"I don't think staying around here is going to help us anymore. I guess it's time to goto the Tri-yard courtyard." Junia seems a bit uneasy but, determined still. As she sets off towards the exit of the arboretum.
The grounds of the old Tri-Towers Yard have been cleaned up in the last several years, and several old ruined school buildings that stood too close to the cliff’s edge were demolished. All of the gnarled old trees were removed and new flowering bushes and trees have been planted in their place. Despite these efforts, the few ruined classrooms that remain look sad and forgotten. Just inside the gate sits a small, locked storage shed marked with the Pathfinder’s Glyph of the Open Road.

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Khazan stays close to J as they sojourn forth, hoping his presence and that of Turzyk will help calm her.
Reaching the grounds, he pauses to look about (Perception: 1d20 + 7 ⇒ (11) + 7 = 18) before asking, Is this something you can help us with, friend Ralin? Looks to be Society property, after all.

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"Well, he did say to check the supply closet if we were going to be heading into the schoolhouse where that haunt was. It might not be a bad idea to take a peek to see what all is there, before we venture in, in case we need any of it." Ralin nods, and moves up to the supply closet, to examine its contents.
"And J can decide, this being her expedition, where she would care to explore, first? Or we can decide as a group."

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"I hope there may be something that helps us. Don't know what a haunt is, but I'm not willing to find out, from the sounds of things," Morrin speaks up, looking over Ralin's shoulder, looking for anything he could use.

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Usually a haunt is a sobrenatural manifestation that occurs in the place where a lot of lives meet their end in some violent and/or desparate manner. The spirits of the dead stay locked in their desperation never realising they already died. They fail to move to Pharasma's boneyard staying behind in the place of their demisse and lash out on any living beings that approuch. Its a quite deadly form of ghost. Buri says, his face losing color as he remembers from past experiences.

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Morrin, stopping his search in the storage bin, turns and looks at Buri. "That sounds, unpleasant at the least. I sure do hope we don't run into any of those."

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"I believe by focusing the power of my faith I can harm these spirits if need be, although every instance of that will deplete my energy for it. "
he has 6 channels if and when we need them

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Deciding to approach the shed you see a large sign hanging on the back, it reads:“Entry to above ground structure in the ‘Yard is strongly discouraged. It contains an dangerous supernatural force. Items in the yellow box are for emergencies only. Signed, V-C Dreng”
The storage shed was once locked, but its lock is damaged and no longer functions. It contains various supplies used by the archaeological teams that work here including large rolls of twine, wooden stakes, brushes, sacks, shovels, trowels, and various measuring implements. However it is currently in a state of disarray looking like it was recently plundered.
The only thing remaining is a small box labelled "Use against of Haunts". Inside are 4 intricate vials filled with a liquid and metal shavings and a description of how to use them.
"Umm I think we should visit my class first." J. seems distracted as she looks towards an old building.

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"We should probably spread these vials around a little bit, if we're going to be heading into the schoolhouse. I'll take one myself.." Ralin holds up the box, offering the others to whomever wishes to take one.
"Off to the class, then." Ralin takes a spot beside J, and calls up Heightened Awareness again (assuming more than 30 minutes had passed since the garden encounters. Will use the spell for an additional +4 to init if combat starts). He speaks quieter to J, looking at her as she seemed distracted. "Disquieting thoughts? There's no need for too much worry. We'll see what we find, and whatever we find, we'll deal with it. All of us."