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Intimidate Aid: 1d20 + 10 ⇒ (2) + 10 = 12
Fenrik says aloud "Forget Voros, if he does not start talking i will start taking his fingers."

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Kargen glances around. "Hey, isn't there supposed to be another one? A Shaonti? Where is he?"
Intimidate, aid: 1d20 + 10 ⇒ (7) + 10 = 17
-Posted with Wayfinder

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pushing a bit, if you have more questions, just ask
With five Pathfinders threatening the small gnome, Melnat tells you what she knows. "We were about to collect relics from this temple to sell it afterwards. I receive my orders directly from Sloan. We deliver the wagons with relics and valuable items to Bronze House. They keep the illegal goods inside, in a hidden warehouse behind a secret door in the West Warehouse. Hired guards patrol the building, and keep order in the business areas. Alltogether ten guards are present."
Melnat's journal and her bronze agent badge are enough evidence to proof the Aspis involvement in the smuggling operation.
While you play the Q&A game with Melnat Kasadei enters the ruins. "The evidence you found is enough, you can now raid the Bronze House. While the Council’s writ gives you the authority to enter Bronze House and look for evidence, I suggest a more subtle approach. Sloan can quash any open investigation within minutes with the Lord-Mayor’s aid." Kasadei says. "Before you decide what you want to do, you have time to find some information about Bronze Hous and local activity."
The Bronze House is located off the main thoroughfare in the Dockway district. Merchants haggle and trade in the main rotunda throughout the day. The Consortium locks the building at night.
The Bronze House holds two warehouses, reached through a rear entrance. Teamsters work there from dawn to midnight, and recently shipped out large quantities of wine.
The Consortium employs hired guards at Bronze House, but the most skilled mercenaries have not been seen recently. The Lord-Mayor reinforced the local city guard patrols at Sloan’s request and they respond to alerts within 5–15 minutes.
Sloan recently displeased Sabriyya Kalmeralm, Princess of the Market, when he intervened in a trade dispute she was arbitrating. Pathfinders who approach her and persuade her they can humiliate Sloan receive credentials that provide a +5 bonus to Bluff checks when posing as a merchant or teamster.
Members of Magnimar’s largest thieves’ guild, the Night Scales, need an example of a Councilor’s signature. Pathfinders who succeed at this check also know where to locate a Night Scale member.
The script offers four raid scenarios, but you can also come up with your own.

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"So the direct approach and slay as we go? or the indirect approach and sneak in under a guise?"

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"Maybe we could sneak in with these scaly scums, what do you think?" asks Shamak with a laugh.

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"I believe Kasadei is correct in that we need an alternative entrance."
After hearing Tytus's notes, Oriandor nods slyly. "I believe that either working with the Night Scales to make a diversion or aid in entrance or gaining the assistance of the Princess of the Market will be our best solutions. Regardless, once we're in, we'll have to move quick."

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Diplomacy (GI): 1d20 + 17 ⇒ (9) + 17 = 26
Davina turns to Oriandor.
"Yes I agree. Perhaps we should approach Sabriyya Kalmeralm and discuss Sloan. She isn't happy with him. She may be able to offer assistance."

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"I agree. Though some might see her as a criminal, at least Sabriyya has some air of legitimacy to her. If she has an axe to grind with Sloan, that makes us temporarily on the same side. I think her help could be quite useful here. Maybe she can help us with a way inside."

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"True, Kargen. I'd gladly prefer that option. What about you, folks?"

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Before you head to the Bronze House you visit Sabriyya Kalmeralm. You can persuade her that you can humiliate Sloan. that earns you a +5 Bluff check when posing as a merchan or teamster
If you want to see the Night Scales and allow them to copy the writ, they are happy to provide a disturbance to distract the guards in the Bronze House. It's up to you. And please come up with a plan how to enter the Bronze House.

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"I will go with whatever the group wants. Obviously sneaking in is the best option, we had just better have our stories down pat and any contingencies in place when the ruse breaks down and we go on the fly to finish the mission."

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"Maybe this absurd story will be cleared quicker if we... let's say avoid useless fights." states the half-orc, though it seems to pain him to do so.

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So the idea would be two fold: we pose as merchants using Princess Sabriyya's credentials. While we're in, we have the Night Scales cause a disruption to get the guards' attention, giving us an opportunity to slip in rooms they don't want us to slip into. Sound good?

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If we know we'll have a window or view of the sky, we can use Dancing lights, though it's pretty obvious. Another option is to get components for Shield Other and cast it on one of the Night Scales. When you want to signal, remove the ring and the spell ends. I suppose GM would have to rule that they can feel the spell ending. Otherwise we can just give a rough time and we have to be ready.

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I know I steal a lot of roleplay opportunities here (sorry for that!), but I'm afraid we have to rush to finish it until December 20. I have to skip the discussion with Kalmeralm and the Night Scales. There are no checks needed to get their aid.
Melnat gave you a rough overview of the Bronze House and you know that the best places to to send dancing lights into the sky is the courtyard at the back entrance or the garden in the center of the building.
Please check the map I upload shortly, it shows the layout of the Bronze House, but not the room details. The aid of the Night Scales looks like the following in this scenario: they are not going to fight for you against the guards, but in case the alarm is triggered you have two more minutes before the guards of the Lord-Mayor arrive. Actually you don't really need the dancing lights or a wagon to bring them in.

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Ok, nice! Let's do this. What is the plan? Pose as merchants and what do we do after that?

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"We assume the guise of teamsters, having been told there's a new shipment ready to go out. Princess Sabriyya's credentials should be enough to put people into doubt."

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"I can help Davina's honeyed words. I'm more into rough stuff, but if we need silk 'n flowers, I can change a little my ways of doing."

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Shamak rolls his eyes. "Thanks for being constructive, blondie."

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You disguise yourselves as teamsters to access the warehouses from the rear entrance. Workers come and go throughout the day and well into the night.
Please tell me what you wear and what you carry with you, wayfinder visible or not.
Once you are ready you head to the Bronze House. The Aspis Consortium’s base of operations in Magnimar is quietly grand. Built near the city’s founding, before the city forbade quarrying the Irespan, the structure consists entirely of Irespan basalt. Two long buildings flank a thirty-foot-tall rotunda and a small park. The side buildings rise to 15 feet. The roofs are flat and guards access and patrol them via interior ladders. The exterior walls are windowless and smooth, creating the impression of a solid block of stone.
As a group you approach the rear entrance of the building. You see two guards at the gate. "Who are you and what's your business?" one of the guards on duty asks. From outside the ten-foot-tall metal fence you see that heavy wagons have compacted the dirt in the large yard behind. The fence has a gate, but it is barred and currently not in use.

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Wayfinder is stowed. I can wear my mithral chain under my clothing and will do so. Only weapon I'll keep on me is a dagger I'll hide in a boot along with thieves' tools. in a small backpack, I'll keep my scroll, wand of infernal healing, and some rations, saying it's lunch. Finally, using my pearl of power to recall snowball.
I'll also let one of the other PCs make the introduction; I have a decent Diplomacy, but theirs is better :)

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As they approach the building, Kargen casts a spell on himself and the next thing you know, a tall, lanky man with a pocked-marked face is standing next to you wearing tough leathers and no weapons. "Alright Davina, let's see about getting us inside."
As they approach the guards, Kargen hands the letter to Davina and speaks so they can hear him. "Yeah, this is the place, boss. Got some stuff for us to pick up."
Cast Disguise Self
Bluff, Aid: 1d20 + 5 ⇒ (16) + 5 = 21

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Fenrik wears his armor under his clothes and keeps his weapons handy and under his cloak since he would be a guard/muscle/gofer in this endeavor.
Fenrik has bluff and intimidate +10 if needed but will let Davina take lead in the ruse

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Shamak never shows his wayfinder.
Shamak wears his armor under his clothes and lets his falchion under the cloak. He poses as the gruff half-orc henchman.
"Ay boss! Where we pickin' dat stuff?"

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No wayfinder, just wear a set or normal finer clothes appearing as a merchant.
"We have some business inside we are merchants. We are traveling to ones of the warehouses. I would appreciate it if we could enter."
Bluff: 1d20 + 11 ⇒ (9) + 11 = 20

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Bluff (aid): 1d20 + 2 ⇒ (4) + 2 = 6

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Fenrik smirks at Shamaks attempt to aid in the ruse and he also contributes to the disguise as merchants by adding..."Hey boss do we know where we are going yet. The men are grumbling. You know how they can get."
bluff aid: 1d20 + 10 ⇒ (3) + 10 = 13

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The guard opens the door and leads you through the garden into the entrance hall of the Bronze House. Massive bronze double doors decorated with serpent motifs serve as the imposing entrance to the Bronze House. Voices echo around this grand hall, diminishing the speaker beneath the chamber’s scale. Two pairs of smaller doors lead east and west, while two terrace doors lead north. Two clerks run auctions from the dais during. Two more clerks manage individuals at the tables. Three guards keep watch and escort out any troublemakers.
"Please wait here, one of the clerks will take care of you." the guard says and leaves you in this room. The Bronze House seems to be short on clerks, a lot of merchants are waiting in line.
What do you want to do?

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Davina looks around to the closest way to the West Warehouse.
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
She whispers to her friends in a low hushed voice.
"Quickly, lets find the west warehouse"
bypass the line and sneak to the west warehouse?

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Kargen speaks to a few of the merchants in line. "So what's the deal? Why all the hold up? The Bronze House can't fulfill all the orders?" He rolls his eyes. "We're losing money standing here."
Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
If we can cause a riot, we can be free to find whatever is here.

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"Seems the rumors we heard of them not filling orders and declining in power ring true." Fenrik adds with a voice loud enough for the guards to hear.
Bluff: 1d20 + 10 ⇒ (17) + 10 = 27

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Shamak lets out a snarl after Fenrik's talk.
"Grah! Indeed! That's what we heard all about the market this week! We may have to try the concurrence..."
Bluff (aid): 1d20 + 2 ⇒ (8) + 2 = 10

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You see some of the other merchant getting nervous and whispering to each other.
"Did you hear that? If they can't fill orders, we should not waste our money here."
Voices get louder as people start do discuss with the clerks.
"I want my goods now!"
"Are the rumors true? Are you not able to deliver what you got paid for?"
Several people start to shove the clerks around and the guards have to intervene.
The guards are now busy to keep the merchants from beating the clerks, put them back in line etc.
four doors to choose from, two to the left and two to the right ;)

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I say right hand rule.
Oriandor nods to the others, tilting his head to the north-most door to the right, thinking it easier to slip past the single distracted guard.
Stealth: 1d20 + 13 ⇒ (10) + 13 = 23

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Shamak follows the others, trying to be as stealthy as he can.
Stealth: 1d20 + 2 ⇒ (12) + 2 = 14