nightdeath
|
Hmm Sam would need to justify that statement as Dairon either tells you that in front of Auntie or he sends a sending.
"No No No. I cannot not while the children are still up. Maybe later in the evening when the children are abed. I could use some to soothe my nerves then. As for the sick ones? They are abed and must rest, I ask that you do not disturb them afor it's a but a common flu and I don't want the rest to catch it."
nightdeath
|
The part about sick shildren. Since all this time you've being talking with dearest auntie and not mention had being made about sick children by her. I just went ahead first.
Dairon Trask
|
hmmmmm if sam can pick up the content nature of Dairon's face as he leaves the children's dormitories then she'll know.Or else she won't. Dairon didn't tell her anything.
nightdeath
|
Yep. Sam manages to pick up the look from Dairon unless he stealths.....
nightdeath
|
For trolling? The rest of the things to do is up to all of you. At this point you have gotten quite a bit of information.
Varencienne
|
A loud slam echoes throughout the orphanage, followed by what sounds like a very large sack of potatoes rolling over a field of glass.
"Owwwwwwww...." The 'sack' says, as it uncurls itself, revealing a petite young woman, carrying what seems to be an identical medicine bag, or what's left of it, judging from the trails of glass.
She stands up, rubbing her bruised knees ruefully, then spins around, facing the bewildered children behind, who'd accidentally tripped her with their skipping rope.
"I hate children." She mutters, her eyes narrow into a squint, as her gaze intensifies, and she can feel her power gathering inside her --
"OWOWOWOWOWOWWOWOWOWW!" She yelled out again, breaking her gaze from the children, who'd scampered off in fear by now of the scawy wady, sheltering her head from her very irate Raven, who was clawing and pecking at her hair.
"OKAY OKAY, save those runts, not glare them into oblivion. I get it! ENOUGH!" Raven takes a final peck at her already tangled hair, then rests on his usual perch on her left shoulder.
"Now let's see where are those -" She turns and notices the two pathfinders further in, looking at her with a puzzled expression. "Ah, there you are! I guess I'm late. Again."
Nihilin
|
Hearing the commotion, Nihilin enters the orphanage to investigate. He notices the damaged medical supplies.
"Oh my. What a pity." goads the druid, watching Auntie Baltwin for a reaction.
Dairon Trask
|
Dairon hurries after the druid.Entering the orphanage,he notices the damaged medicine bag,and it's contents spilled all over the ground.he clicks his tongue in annoyance, and goes to see if he can scavage What's left.
perception: 1d20 + 10 ⇒ (17) + 10 = 27
heal: 1d20 + 3 ⇒ (20) + 3 = 23
nightdeath
|
Dairon sees lotsa of broken cure light wounds bottle which could explain why the newcomer is uninjured.
The children frightened at first begin to laugh as the antics caused by the newcomer and her pet raven drives them into amusement chasing away the fear.
Auntie Baltwin on the other hand is furious.
"Watch yourself!!! You have hurt the children."
Auntie Baltwin is furious and truly concerned for the children.
Nihilin
|
Nihilin observes Auntie Balt-Mei's mannerisms and wonders if her concerns are true.
Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25
And decides to make use of this opportunity granted by this chaos to make a request of Auntie Balt-Mei.
"Speaking of children good lady, we have heard that some of the more seriously ill are kept separate from the rest. Might we pay these a visit? I am sure that between a priest and a druid such as myself, we could alleviate their suffering."
Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
Sam Lily
|
Standing behind the now blazing red Auntie Baltwin. Seeing the ruckus happening outside, Sam effortlessly weaves her way to the front in between Nihilin and Auntie Baltwin.
"I know my companions seem like a rag-tag bunch; but I assure you the pathfinder society would not have sent us if they didn't believe we were capable"
"Despite his stern appearance, Nihilin is of kind nature...if a bit cynical. He and the cleric would do well, caring for the children"
"As for Varencienne.. I can see the children has taken a liking to her."
diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
Sam says with a small smile as she looks up at Auntie Baltwin
nightdeath
|
Auntie Baltwin/mei nods her head once and turns about, glancing only to see if all of you follows her.
"Come along then, I'm sure you can help but please keep the volume down and not so much activity as the children need their rest."
She brings you to another wing of the house, here there are a few beds but only two are occupied.
| vainadaite |
Varencienne scowls, her disdain for children has some how turned them into little monsters as the boys are busy chasing her very petrified raven around the room in circles as girls are busy trying to braid her tangled long white hair.
"It's like gossamer!" She hears one of the children chirp, and spins around just in time to see one carrying a pair of garden shears, attempting to lop of a huge chunk for god knows what purpose.
With a smile on her face, she says gently to the children a few words in a foreign language.
Aklo:
After some fiasco, she digs around in her robes, and pulls out two vials of medicine, which she had stowed away previously for safekeeping, "Here," she puts the vials in Aunty Baltwin's furiously shaking hands, "From Ollysta Zadrian, you saw what happened to the rest."
Without waiting for a response, she offers a friendly nod to her pathfinder companions, then pulls out a broom from god knows where, (after all what witch would be seen without one), and begins sweeping up the mess, the cries of a very assaulted raven echoing throughout the orphanage.
Nihilin
|
Following Auntie Balt-mei's lead, Nihilin reaches the other wing of the house. Seeing the two occupied beds, he heads towards one of them to examine the child resting there.
Heal: 1d20 + 3 ⇒ (2) + 3 = 5
nightdeath
|
Nihilin finds that the children are resting rather comfortably in bed and with only a slight temperature.
Auntie Balitwin/mei hovers nearby watching you carefully.
nightdeath
|
Dairon's practiced hands check the children's temperature, noting the dilation of the pupils, color of face and breathing. It seems to be nothing more than a flu. The children also seem to be doing quite well.
Nihilin
|
After convening with his divine colleague, Nihilin turns to Auntie Balt-mei.
"These seem to be negligible ailments. Why would you treat them as if they had the plague? Surely the aid that the temple has been providing would be more than enough to put these young ones back on their feet?"
nightdeath
|
She looks at Nihilin.
"Oh and you are a certified healer yourself? The children were suffering from a high temperature and had a loss of Appetite until recently. The children recently have been catching some sort of bug recently and I have had to use the supplies the church gives me even coming out of my own pocket."
Sense Motive please.
nightdeath
|
Dairon thinks that She's telling the truth about paying from her own pocket as well as the children's symtoms and the others getting sick but she seems to be holding something back...
Nihilin
|
Nihilin merely raises an eyebrow.
"An epidemic? Most disturbing... tell me more. Perhaps we should notify the authorities so that they can take preventive measures, like you have."
Sense Motive: 1d20 + 6 ⇒ (4) + 6 = 10
Intimidate: 1d20 + 2 ⇒ (3) + 2 = 5
nightdeath
|
Auntie Baltwin/mei sighs.
"With all the children under my care? Not likely. Perhaps you should feed back to the church about this then."
Nihilin
|
Nodding, Nihilin agrees.
"Yes, perhaps we should."
Stepping next to Dairon, he whispers, "Let us report our findings. There does not seem to be anything else for us to do. Unless you have any suggestions?"
Sam Lily
|
Sam is standing by the door looking into the improvised sick bay. She tugs on her hood to cover her mouth.
'No reason to put myself at risk of catching what they have now is there' She thinks to herself.
Sam has spent many a days in a sick bay herself, what with her having to work in the rain. She takes out her dagger to use its reflection to tidy her hair. She gazes at her own reflection thinking back at the days when she was at an 'orphanage' herself..
"What better time to pilfer when people are distracted...and what better distraction than when people are trying to get out of the rain"She remembers her old guild leader saying.
She snaps back to the present. She notices Nihilin talking to Auntie Baltmei.
'Something is up.. but really we don't have any proof of shady dealings '
Sam tries to read Auntie Baltmei's face (Sense Motive): 1d20 + 4 ⇒ (19) + 4 = 23
Varencienne
|
Varencienne replays the old lady's speech in her head, there's something not quite right going on, but the lady guards her secrets well.
She first analyses what she heard, trying to find inconsistencies in Aunty Baltwin's "story".
Sense Motive: 1d20 ⇒ 15
With practiced observation and deductive skills, she watches Aunty Baltwin as she and Nihilin are speaking, looking for nervous tics or tells, or something that could point to the truth that was going on.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
nightdeath
|
Varencienne can't seem to tell if Auntie Baltwin/mei is really telling the truth however she seems sincere enough. She does detect that Auntie Baltwin has a tic in her left eye, her hands twitch occassionally and she can't seem to stay still in one place for long.
Heal check from Varencienne
Sam realises that no matter how you put it Auntie Baltwin is eager for all of you to be gone. She seems concerned about something but it seems that concern is directed towards the children.
nightdeath
|
Varencienne knows that those tics could signal alcoholism or worse. Her yellowed teeth she realised could come from excessive drinking upon remembering her appearance and judging by her bloodshot eyes, it would most likely be that Auntie Baltiwn/mei is a heavy drinker.
Varencienne
|
Varencienne puts two and two together, and smiling sweetly, in a voice laced with venom, she says "Yellowed teeth, caused predominantly by the removal of enamel from the tooth due to an excess of caffeine, sugar or drinking red wine. The inflammation of the blood vessels around the sclera, bloodshot eyes. Twitching hands, involuntary muscle spasms usually caused by a sensory overload to the nerves... It's obvious really, you've been drinking Aunty Baltwin, and heavily."
She pauses for dramatic effect, flicking her half braided-hair - the children's handiwork, and continues "now, for one who says the church provides her barely enough to take care of the sick children, that she has to dig into her own funding... just where do you find the time and money to keep up your drinking habit?"
intimidate: 1d20 + 4 ⇒ (19) + 4 = 23
(EAT THAT AUNTY MEI!)
nightdeath
|
She is stunned, that much is obvious but she refuses to answer anymore questions as she throws you all out of her home. Her strength surprising for an old woman.
A single tap, twist and you find yourself unable to break out her hold as you are given the boot. Sounds familar. Her sobbing parting words.
"Out!!! You bunch of ne'do wells. Do you think it wasy to take care of a bunch of orphans!! Open one and take care of the children youself if you think yourself so capable."
Dairon Trask
|
Dairon grumbles as he dusts himself off.
"she's mighty cheerful.One task down,three more to go.
A man named Guaril Karela runs a curio shop in the Docks called
the Pickled Imp. Go to him and fill his request as a favor to the
Society. I believe it has something to do with a set of rare books.
☐Ollysta Zadrian requested aid and is expecting you at the Temple
of the Shining Star in the Ascendant Court. She needs someone
to deliver a parcel of medicine and curatives to a needy orphanage
and verify the character of the recipient.
☐ Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise
Quarter. The Pathfinder Society needs to obtain permission to
delve the Salhar ancestral vaults beneath Sothis. He has made a
verbal agreement, and your visit makes it official. You will receive an
official charter and detailed maps. Do not embarrass the Society in
this matter.
☐ Chelish Paracountess Zarta Dralneen possesses an item loaned
from the Vaults. Meet with her in her estate in the Ivy District and
retrieve the item in her possession.
"so,where to next?"
Nihilin
|
Nihilin shrugs and says, [b]"To be honest, it does not really make a difference to me."[b]
Taking out a small ivory cube, he throws it high into the air, and watches as it hits the crown and tumbles, eventually coming to a stop.
1,2 Guaril. 3,4 Dremdhet. 5,6 Zarta
Bone Die: 1d6 ⇒ 3
nightdeath
|
As you make yourr way to the rich estate of Grand Councilmember Dremdhet Salhar, and are greeted by a guard who seems to be expecting all of you as you reach the tall, wrought-iron gate.
Once inside, The servant explains this while leading the group down well decorated hallways, past expansive rooms.
"My deepest apolgies on behalf of my most esteemed master, the light of oyur land, blessed by the gods, member of the prestigious Pathfinder Socity, Salhar, is not present to grant you an audience. Do not despair however as our most radiant of masters have already arranged his most trusted advisor, the revered Amenopheus, the Sapphire Sage, to be his proxy in any negotiations you have brought."
After a few minutes, the group arrives at a simple study near the end of a long hallway. Inside Amenopheus, the Sapphire Sage, a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As the party approaches the open door, the wise sage silently gestures the each of you into the study with one thin hand, while closing the tome with the other after finishing what he was reading.
He speaks. A refined cultured tongue revealing a man learned beyond most.
“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say."
Pausing a moment to allow all of you to catch up.
“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause
Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet."
Taking a sip from his teacup. He continues.
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”
Having said that the Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.
After leaving Amenopheus’ study, the servant once again brings all of you the group back through the spacious estate, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, you end up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for the you to enter.
Varencienne
|
Varencienne follows the Sapphire Sage. Somehow this entire run-around seems out of place. When presenting a gift, it is extremely unusual to have the recipients work for it, let alone to explore a supposed vault full of treasures and relics. Varencienne thinks something might be amiss.
Sense Motive: 1d20 ⇒ 17
Still, she follows behind without a fuss. Best not to rile up the Sapphire Sage. After entering the vault, she looks around for anything strange or suspicious.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
nightdeath
|
Dairon is to be disappointed.
The room is plain and dusty. Nothing adorns the room, the floors bearing no icongraphs.
3 chests are at the back of this 20x40 feet room. One is Red and made of wood. The middle is Silver and made of Iron. The last seems to be a gold Ornate Chest.
There is a high stool of which is lain a cloth and holding it in place is a beaker filled with what seems to be water and a key.
A basket covered with cloth lies twenty feet from the stool. Varencienne is pretty sure she heard hissing from within the basket and teh door clicks shut once the rest of the party is inside.
Nihilin
|
Nihilin gazes at the contents of the room and smirks.
"A puzzle. They wish to test our worthiness before granting us the rights. Very well, let us see what pieces make up the puzzle."
Nihilin begins muttering beneath his breath,"What plans lay hidden from mans' sight, shall be revealed to sightless blight."
Nihilin casts detect magic.
nightdeath
|
Nihilin realises that the room in magical. Every single inch of it.
Varencienne's raven actions causes the beaker to shatter and the liquid to burn quite few holes in the floor.
Dairon Trask
|
Dairon winces as the beaker shatters on the floor.
"WITCH.CONTROL YOUR FAMILAR." he barks.
he takes a few breaths as he composes himself.
"forgive my outburst.If what the druid claims is true,and by the looks of whatever's going on here it is.Then it very well might also be a trap.take caution not to set off anything in the room."
Dairon sweeps the room and attempts to disbelieve the chests.focusing,he glares at the chests,trying to bore through them with his vision.
perception: 1d20 + 10 ⇒ (6) + 10 = 16