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I'll take a potion of invisibility if we still have one...
Graxzos attempts to stay out of sight as the group heads back toward the waiting room, though he takes the time to tuck the important documents safely in his backpack first.
Stealth: 1d20 + 3 ⇒ (3) + 3 = 6possibly +20 for invisibility

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Rolling for Wibeke
Bluff: 1d20 ⇒ 6 Sorry :(
You are able to reach the waiting room just in time, more or less stealthy. Some people are watching Graxzos crossing the rooms and know that Wibeke is not an official chelish guard, but nobody alerts the guards. Also Bear does not attract too much attention. Right after you entered the waiting room, you hear a key turned in the lock in the other door and the door opens. A tall man with black hair and dark eyes enters the room. "Good evening, I heard you have important information for me?" he says.

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"Yes, sir," Sothy reported, trying to feel himself confidently. He just get rid of disguise magic. but still was a bit drunk.
"This are some integli..ik... intlegi..ik.. intelligence reports you might be interested." He passed a pack of papers to ambassador. "Hot from Sagrava. Still smells jungle." Alchemist could not resist to put out of place comment.

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"Probably, give us a basket with wine and cheese, so we could feel appreciation" Sothy tried to joke, but as he saw how serious guy was, he immediately gather all his strength and fixed situation: "No, thanks, sir. We will go back to our job"

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"Wait here for a second." the ambassador says and leaves the room. After a minute he returns with six packages. "Here take this for your effort and the time you spent here waiting for me. If that's all, please excuse me. Some important guests are waiting. Thank you very much and take care."

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"Oh, thanks!" Sothy took a package and followed way, leading him outside the embassy.
We are 4 + bear, if I'm correct

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Once they are clear of the embassy, Braxton lets out the massive breath he's been holding ever since the ambassador arrived. He leans against a nearby building and lets his knees sag. "Can we get out of here?"

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Unnecessary but on the way back to the ambassador's waiting room, we should have messaged Amara Li to let here know we were all good.
"Yes. Let's head straight to the Grand Lodge to see that sissy man, Venture Captain Valsin. I couldn't wait to get out of here" Negerp says as he slaps his friends on the back. "That is the last time we go crawling though air vents, or try carrying little foods on a plate. Nobles, never understand them."

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"I kindly liked that", said Sothy, "at least it was clean there, no rats or zombies". He looked inside his package to check, what are the gift the ambassador gave them.

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The package contains some fresh bread, it's still warm, and grilled moose and blueberry cake.
The clerk guides you back to the spy entrance and wishes you a good night. She mumbles something about strange people and why do they send a whole bunch of people and a bear to deliver a package. But she closes the door behind you.
Now that the Pathfinder Society knows where Zarta has been taken and who has taken her, they can get to work on either getting her back or at least figuring out how to deal with Tancred Desimire, who is now firmly in the Society's sights. With the false evidence used by Desimire, the Pathfinder Society may be able to prove to the Chelaxians that Zarta is innocent, though how they can do so without admitting they searched the embassy is hard to see.
When you report back to Venture Captain Valsin, he gives each of you a token stamped with the House of Thrune's insignia. These tokens, which the Pathfinder Society previously received from Zarta as a sign of her good will, bestow a +3 circumstance bonus on Diplomacy checks intended to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on its owner's person; a token only imparts this bonus to the individual to whom it was given.
The scenario ends here.

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"Bah! Fine by me, but I prefer exploring places with a few more...shiny things," Graxzos says wistfully, as everyone heads back to the Lodge. "Shiny things I'm allowed to take, that is."
Afterwards, he gives everyone a wave. "Right treat hangin' out with you lot--perhaps our paths will cross again someday! Meantime, I'm going to head off to drink as much of this reward as I can. HAHAHAHAHA!"

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I'm here! We had family over for Thanksgiving and things got a little crazy.
Wibeke is pleased to see the successful conclusion of another mission. "Alright alright alright.... that was pretty funny. Granted, I usually like to hit things that aren't tiny devils or moving furniture - but still, good mission. Now if you'll excuse me, I believe that dwarf needs a drinking buddy."

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"YER DAMN STRAIGHT I DO!" Graxzos crows in jubilation at the acquisition of a new resource friend.