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Hrm, not sure what happened with the map. I didn't intend to have Hamith disengage from the hydra until my next turn. Oh well, bad luck on the dice roller trumps all.
Hamith's shoulders slump slightly as he looks at the others and their injuries, whilst he remains uninjured. He helps Sangkip to his feet.
"No, friend we did not. But I'm sure we will have a chance to redeem ourselves on the next assignment."

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Hopefully allowing a Resources Retcon here as Pregen resources are only good until end of Scenario and saves the others.
Before Robbyn uses Sangkip's wand on him Oloch uses his own wand of healing on the downed Vanara bringing the rogue back from the brink of death.
"You fought well today my good friend but it seems that His Lord in Iron did not deem out battle worthy today." Oloch pulls himself from the ground and makes his way back to Heidmarch Manor.
Casting one of his own spells he heals himself.
Spontaneous Cast CMW, Drop Weapon of awe
Cure Moderate Wounds Self: 2d8 + 4 ⇒ (6, 3) + 4 = 13

GM Redelia |

What adventure now?
1. The curse: frighten off a competetor
2. Glow of the Rushlights: investigation
3. Dead woman's debts: visit the home of a dead woman who owed a debt to the Society to see if you can find what she owed
We have time for one or two more, so please tell me which to do now, and which to do if we have time so that we don't have to stop again. I looked at the input last time, and it wasn't quite clear what next mission you wanted.

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I support the plan!
"Hmm, rushlights," Gbagbe says, stroking his chin with his long, flexible fingers. He pauses for a very long time, licks his lips once or twice, scratches his hip and then down the length of his leg as if chasing a particularly elusive itch, then goes still and silent for a while longer. Then, continuing as if he hasn't paused at all, he says, "are a poor man's candle, made from the rush plant and some fat. Used to collect rushes as a boy in the Mwangi for my...um, what's she called...mother, yes, my mother to dip in fat and use for a little light."

GM Redelia |

You return to Shiela, who is clearly disappointed in you, but still sends you off with another mission.
"There were two women at the pre-auction who paid their deposit in Minkaian coins which, according to our sources, may have been stolen during a recent caravan raid. If such is the case, the duo no doubt have dubious intentions. The women call themselves the Duchesses and they likely have ties to one of Magnimar’s criminal organizations; I suspect the Rushlight Society. Still, it is their finances and not their intentions that most concern us. Some of our more reliable street contacts informed me that the two women were last seen entering the home of a local merchant named Windun Landers. Perhaps not so coincidentally, Landers has a wrought iron rushlight mounted on his door casing. Head to the man’s residence, and see if you can’t figure out how much money these “Duchesses” have. If all is as I suspect, they don’t have enough to bid competitively. I’m also near certain they’re using stolen funds, so leave whatever gold you find. I don’t want us bidding with illegally gotten coin—that’ll create more problems for us than it will solve. Lastly, whatever you happen to find, do not involve the authorities. I cannot risk the courts subpoenaing your testimony during the auction.”
Sheila then gives you the address of Windun Landers’s
residence. You find yourself standing outside the residence.

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Hamith looks down to the Vanaran. "Sangkip, perhaps you would be able to scout for us? I will knock on the door and draw their attention. You could use your skills to find any evidence lying about the place. If these women are indeed wicked I will know it, and then we can prove it."
If there are no objections or further discussion, he marches up to the front door and knocks.

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If one intimidating figure is good a second intimidating figure is better. Oloch follows Hamith as well Greatsword still strapped to his back. He follows Hamith's Knock with a resounding *Thud* *Thud* *THUD*

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Robyyn follows up behind the two big men. He'd heard the name "The Duchesses" many times at the gala, but never caught up to or learned anything of them. He was curious what the mysterious pair would turn out to be like.

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While the big guys are being distracting, Sangkip scampers up to a likely looking window, fiddling with the lock if necessary, before slipping in to take a quick look around.
Climb Take-10: 10 + 11 = 21
Stealth: 1d20 + 15 ⇒ (14) + 15 = 29
Disable Device: 1d20 + 13 ⇒ (13) + 13 = 26

GM Redelia |

Sangkip climbs into the room.
Sangkip, are you OK with taking 10 on a series of stealth and perception checks to look around while the others are at the front door? If not, please roll 10 of each, labelling which they are.
A man answers the door. He is dressed rather expensively, but his clothes look rather worn out, and a few years out of fashion. He looks around furtively as he opens the door. "Yes, what is is?" he demands of you as he opens the door.

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Hamith says, ”Good day, Windun Landers I presume? We wanted to talk with you about your interest in the local auction being held here. I believe your associates, The Duchesses, were at the opening ceremony. Perhaps we could speak with them as well?”
Diplomacy: 1d20 + 11 ⇒ (11) + 11 = 22
While talking, Hamith squints his eyes at the man, the old refrain from his childhood days at temple running through his mind. ”The light is there. Reveal the Dark.”
Detect Evil on Windun.

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Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23
Hamith looks to the others and gives a slight nod, Evil, then says to the man, "Mr. Landers, I am a knight of the Inheritor. We know you are affiliated with them. Confess your sins and you may yet find atonement, but I can't help you if you don't talk to me."

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"Who are these guests? What are their names? Tell us now!" Oloch gives up trying to be friendly he stares hard and cold at Mr. Landers.
Intimidate: 1d20 + 6 ⇒ (16) + 6 = 22

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Robyyn's works a little magic from behind the two warriors, before his head emerges from between the towering figures of Hamich and Oloch.
"Now, now. If you don't know their real names, why don't you ask them? They are here now, aren't they?"
Standard: cast charm person Will DC 16
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

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Under the bed I go!
Sangkip is used to operating within rather cramped confines, and gives the chest a once over before opening it.
Perception: 10 + 8 = 18
Disable Device (If Needed): 10 + 13 = 23

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Hamith says, "Could you introduce us to them? We would like to meet them."
Diplomacy: 1d20 + 11 ⇒ (9) + 11 = 20

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Gbagbe grins excitedly as his companions take their multi-pronged approach to infiltrating the home and finding the Duchesses, deciding to hang back a bit for now to see what happens.

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Pfft. 5000 isn't enough to be a problem unless the Society's on harder times than I thought!
Sangkip will relock the chest and then creep out the nearest window.

GM Redelia |

Sangkip creeps out the window, no one the wiser as to his presence. He creeps around the house, joining the others, who quickly extricate themselves from their conversation. You return to the Lodge, where Sheila congratulates you for a job well done.
"Prior to the founding of our lodge, the Pathfinder Society had few contacts and fewer resources here in Magnimar. One of our best was an alchemist and a sage name Darga Cranstone. Cranstone kept a small lab in Ordellia, performing specialized research using rare herbs that grow wild in the Mushfens. Yesterday, word from Absalom arrived that several years ago, our organization paid the alchemist an advance of over a three thousand crowns for some research. Several months later, Cranstone had only turned over half her findings, and eventually failed to complete the commission. Then for a short while, the Society lost all contact with her. Just days before the Decemvirate sent a debt collector to hunt down Darga, her apprentice suddenly sent word that his mistress was still working on the project. This kept on for several seasons, with the apprentice’s notes becoming more infrequent, until they simply petered off. While the sum was fairly significant, other matters put recouping the lost sum on hold, and after a few years, it was eventually forgotten. Now that we have again been reminded of this debt, I need you to go to Cranstone’s tower and collect the fee she owes us, with interest."
You travel to the tower, and see a rundown tower, clearly long abandoned. The doors and windows have been boarded up and dozens of old, faded notices plastered on the door warn trespassers to keep out and that the property has been seized by the lord mayor’s office. Still, it appears like a long time has passed since anyone from the government has paid the premises a visit. The boards pry off easily, allowing access to the ground floor. Long looted of all valuables, it contains nothing but rubbish and rats. A rickety wooden staircase curls about the exterior wall leading a good 60 feet upward to a second floor.
You guys are now at the top of the stairs.

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Sangkip gives the area a quick look. Exactly the kind of place I'd expect a trip wire or something.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
So what do you guys figure. Deadbeat or just dead?

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Gbagbe chuckles at Sangkip's play on words, saying quietly to himself, "That was clever, what he said. Deadbeat or just beaten? No, that wasn't it. What was it he said? Dead on your feet or just dead? No, that's not right either...anyway, he's a funny monkey."
Once Sangkip points out the babbling sound, Gbagbe says, "Oh, interesting! I wonder who has been babbling away in this worn-out tower all these years? Probably not someone who is about to pay the debt owed to the Society, but we should find out for sure."

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Robyyn moves into the corner by Hamith, leaning in to try to listen to what's behind the door that Sangkip heard babbling from.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

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Hamith steps up to the door and also listens with the others. When he's sure they know there is someone on the other side he will knock loudly saying, "Hello, we're looking for an alchemist by the name of Cranstone? We don't mean any harm, we are just looking to talk."
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Diplomacy: 1d20 + 11 ⇒ (8) + 11 = 19

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"Well, it seems like they don't want visitors," Gbagbe suggests, interpreting the evidence at hand. "And this, um, person who mixes stuff that goes boom...um, alchemist, she wasn't answering the Society when they asked for money. So maybe it's her!" He's got a slightly skeptical look on his face, as if he's spotting the flaws in his fairly feeble logic - but it's clear he thinks the door should be opened.

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Hamith, not one to wait around, pushes through the open door and moves into the room beyond, scanning the area for danger.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

GM Redelia |

I'm so sorry, guys, I was sure I posted yesterday, but my post is nowhere to be found.
Hamith finds himself looking around an empty bedroom/living area. You all carefully search the room, but find nothing. The eerie babbling continues to be faintly heard, coming from the room you have not yet investigate. You also find a small closet with nothing of interest.

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Will: 1d20 + 6 ⇒ (12) + 6 = 18
"Sounds like somebody just can't think straight," Gbagbe observes. "I'd like to meet them."

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Will Save: 1d20 + 8 ⇒ (9) + 8 = 17
Hamith moves closer to the door, trying to discern what is being said. When he feels himself being affected by something, if he is able, he will draw his greatsword.