
Grymp |

As you come into the House of the Silken Veil the floral smell becomes stronger. Several "workers" spy you and come over and start flirting and making it clear that they can be had for a price.

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The gnome was right. It was obvious she was not very happy about all this. Every time someone came too close, she growled at them. Her hand kept reaching for her musket, but she restrained herself. Of her expression not a lot could be said since most of her face and body was covered in bandages
Intimidate: 1d20 + 3 ⇒ (17) + 3 = 20
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Noone is going to try and rob her...
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
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Even though Olaf is the only guy in the group, he is not at all interested in THESE ladies. He moves closer to Lizzy and whispers Now what? Olaf want to shoo them like flies....What we do to stay under cover?

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And with that, and the fact that he is getting irritated by the flirting brothel maids, he announces to the people there We want to speak to lady in charge, we here on business!

Grymp |

A very fawning attendant hears you ask for the lady in charge and comes forward, "if you seek to speak with Mistress Pamodae, please follow me," and she leads you into a back room.
Upon entering the room, you see Shorafa Pamodae picture linked in my profile. Shorafa introduces herself and says, "come my friends have a seat and some wine before we discuss your business. The wine is complimentary, but other services are not."

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"Thanks, but no wine for me." Dylara doesn't feel very comfortable in this place. Melon's continuous sneezing doesn't help to make Dylara feel better.
Diplomacy: 1d20 - 1 ⇒ (14) - 1 = 13
"We're here to collect an enchanted dagger. Do you have it, and would you mind handing it over?"
Perception, looking around to see if the dagger's in sight: 1d20 + 9 ⇒ (2) + 9 = 11

Grymp |

No dagger in sight.
"Ahhh, yes, so you are the toadies from the Aspis Consortium, come to collect your trinkets. Or else what? Will you break my legs? Cut my face?" As she mentions he legs and face she rubs them seductively etc etc.
Sense Motive:
"Let's forget about this dagger shall we? You're Thestil are you? I propose an offer that is mutually beneficial to the two of us. How about I provide the four of you an incredibly good time here at my establishment. And in payment for this, you, Thestil Shadowtongue will sign a statement, on behalf of the Consortium, that my temple's debt is entirely paid off and clear, including any interest that may be owed."

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"Look. We came here for the dagger you promised/owe/lie/cheat what ever you did or wont do. Nothing more. Just hand it over and im sure things wont get out of hand"
Aid Intimidate: 1d20 + 3 ⇒ (7) + 3 = 10
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I no like what you say much... we here on job. So we stay on business only. You give dagger or not? he says, starting to get irritated that all these people do is sell their bodies, even to worm their way out of debt.
Intimidate: 1d20 + 3 ⇒ (14) + 3 = 17
Olaf stands arms crossed and angry faced, with his 5ft sword sticking out behind his back.

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"As much as my henchmen would normally get a punishing spouting threats (*fake furious look at the others), they like you, are correct. We did come to get the dagger.
It saves us both time if we leave with it now. But i am curious and am interested to know, what is so special with this dagger?*
Concerning your entertainment, you're pretty, the horns are cute, but i respectively decline."
*
Intimidate: 1d20 + 4 ⇒ (17) + 4 = 21
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17

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A grin shows on Dylara's face, but mentally she prepares for combat.
Quite a wicked thing she is...
Intimidate, Aid Beads: 1d20 - 1 ⇒ (10) - 1 = 9
"Yeah! Tell us! Please...?"
No, no, no! That's not how to threaten a person! Ugh!

Grymp |

Very taken aback by your refusal at what she had felt was a very reasonable offer, Shorafa acquiesces, "Very well, have it your way, but I think you might have really enjoyed yourself with my acolytes." She retrieves an iron box from a shelf and brings it over and hands it to "Thestil." The box is made of heavy iron and is locked quite well, but it has a glass window on the top. Inside you can see an exquisitely crafted dagger shaped like a wasp's stinger.

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Aldrea simply stared at her
Please? PLEASE? She is going to have a word with her after this...
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If you mean the place to sabotage, we'll get to that after collecting the 4 objects and delivering them to the guy who asked us to do so.
Dylara takes the box and puts it in her backpack. "Well, that's... nice."
And it went easier than I expected.
"Shall we go to the next location?" Dylara asks her comrades.

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Lizzy still looks at the tiefling before they take off.
Sense Motive: 1d20 - 1 ⇒ (15) - 1 = 14
You are suspicious i'd say.
Bluff: 1d20 + 8 ⇒ (17) + 8 = 25
"You easily give it to us. That is kind of off for someone who wanted to make a deal. Be assured the new inspector & the enchanter will have a thorough look at this item to check its authenticity. I've heard they killed off a runner who tried to double cross them. Nasty situation there, namely [censored content description :P]. Good day to you miss."

Grymp |

Alright, as we drive past Exit 122 on on I-70 in Ohio heading home from GenCon, let's see if I can get things moving again.
Ok, it is your choice, I notice you guys have role-played a little past some of the questions you previously asked Shorafa, which is fine. Would you like to a) Retcon a little and let her answer your questions and accusations, etc, or b) head off to The Fish Bowl c) some other option I haven't thought of? In either event, I will assure you OOC that you're not in danger of getting derailed by choice b, as you've effectively gotten the MacGuffin needed from Shorafa.

Grymp |

Shorafa is surprised at the question, "well dear, of course it's special. It's magical, right? And isn't that what Mr. Jenk wanted?"
Sense Motive:

Grymp |

Shorafa grins and nods, "so are you sure you wouldn't be interested in the other arrangement I offered?"

Grymp |

Indeed!
Some of the acolytes appear slightly off their game today.
Heal check:
Shorafa responds, "I did not intend to imply otherwise good lass, I have several strapping men in the clergy as well, should you change your mind."

Grymp |

Don't blame me! Blame Ron Lundeen, the author of the Scenario! Although it does seem a rather obvious ploy from the NPC in this particular instance.

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"I bet they all have herpes," Dylara whispers to Beads.
Dylara decides it's time to leave when one of the 'acolytes' comes too close. "Bye. Pleasure to meet you," she says resolute, and quickly moves out of the building with Melon.
I'll wait outside.
Heal: 1d20 + 7 ⇒ (11) + 7 = 18 No confirmation, but I still think they do have herpes.

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Aldrea follows her. This was definitely not what she signed up for
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Olaf decides he may say something one of his other friends once said Good day then boss lady, pleasure doing business with you. And no thanks, Jenks get angry if we late. Goodbye.
And he turns around to walk out, then remembers their under cover, and leaves space for Lizzy to pass him and walk in front.

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reminds of what happened in a game... a lvl20 npc cleric was pranked/cursed by his deity. Now a catfish in a bowl in the temple... with all his cleric powers...
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Grymp |

The Fish Bowl stands along the river atop a high stone base. Well-worn stone stairs ascend the stone base to access the temple above, but a chain has been drawn across the bottom of the stairs to block easy access. From the street, it is difficult to see anything occurring in the temple at the top of the platform. Only a few dim lights flicker up in the temple, and a narrow tower or lookout post rises above it.

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Dylara frowns as the party approaches the temple. "Doesn't look like what I imagined. I expected to find a small wooden cabin that serves as a store, selling rods and bait."
I hope the inhabitants aren't weirdos, like in the past two places.

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"Its the overly polite ones that stick out in my opinion. So lets see how we handle this little encounter" she voices her opinion
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Olaf goes in front this time, if anything hits them, he can hit back. But he does try to see whatever might jump out at him.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
As he steps over the chain, his senses are on high alert.

Grymp |

Climbing over (or under as the case may be) the chain is relatively easy. You are able to ascend the steps to the temple level.
At the top of the steps you find a scene out of someone's nightmare.
Two dead Besmaran acolytes lie near the pool at the center of the temple. Behind them you can see two creatures at the bottom of a set of steep steps looking upwards. At the top of a winding set of steps you can see a lookout platform roughly 30 feet in the air. Several figures can be seen on the lookout platform, and you can hear them screaming for help.
The two creatures look like a cross between various animals, with a lobster's body and claws in the front and an eel's in the back.
FINALLY Olaf gets the fight he's been aching for! Shall we roll for Initiative?
Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Most of the area of the temple in grey stone, or the yellow carpets can be navigated. The 4 squares that are between 10 and 15 feet from the top step you came up are a raised dais with a chair on it that faces the pool of water. The two dead acolytles are on the carpet to the left, and they won't impede movement.

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Aldrea: 1d20 + 6 ⇒ (4) + 6 = 10
Aldrea grins at this, she levels her gun and takes aim Full round action. But +2 hit and +2 damage next round
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Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Dylara takes a good look at the creatures in front of the party.
Knowledge (Nature), identify animal: 1d20 + 6 ⇒ (5) + 6 = 11