
The World's Most Interesting GM |

"I guess she gets paid." Says the younger boy.
"Yeah, none of us ever see a copper." Says the older one.

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"Very interesting. Do you find you have enough to eat every day to go do your chores?"
Do I need to find some sort of physical proof of this arrangement? Seems like hiring out the orphans should be enough to disqualify her from the Silver Crusade's assistance.

The World's Most Interesting GM |

"Very interesting. Do you find you have enough to eat every day to go do your chores?"
"Sure. Today it's cooked gruel." Says the young boy.
"It wasn't cooked yesterday." The little girl says sagely.
Do I need to find some sort of physical proof of this arrangement? Seems like hiring out the orphans should be enough to disqualify her from the Silver Crusade's assistance.
Annuit probably would like to find something tangible but obviously that might be difficult. If folks want to kabbitz over what they have found out out of character in the discussion tab feel free. I should remind folks that the party has not completed their errands and daylight's burning.

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Kale? A truly magnificent vegetable. Thank you for the invitation to dinner! he remarks.,

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"Do you know where she keeps her records? Does she have an office or something here?"

Gilga Baltwin |

Kale? A truly magnificent vegetable. Thank you for the invitation to dinner! he remarks.,
"You're not! It is difficult enough feeding my charges." She says cresting the stairs.
The three children instantly begin feigning sleep. *snore*
Auntie stalks straight up to Jeanne. "My lady, should you ever visit my home in the future I would ask you to please curb your dwarf. He's a devil of nuisance, and no doubt will have caused a great many of my charges to be put off their suppers."
bluff (innuendo directed at the party, DC 15): 1d20 + 8 ⇒ (10) + 8 = 18
The message imparted: "Scram, all of you! Can't you fools see I'm busy?"

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"if Baltwin is drinking as much as the children said, she has to buying it from someone. Likely nearby if she's sending the children, let's ask around one more time." Jeanne sets about asking the local stall owners about any spirits deliveries.
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

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"The children told me that she is hiring them out to neighbors for chores. They said it's supposed to pay for their expenses here. I didn't have a chance to find any receipts or anything. But if we are talking to others nearby, we could ask about that as well."
diplomacy AA: 1d20 - 2 ⇒ (16) - 2 = 14

The World's Most Interesting GM |

So before I roll the 1d4 hours of time it will take to make those Diplomacy checks, I want to make sure that's what the party wants to do. Remember, you have to travel back to Sister Zadrian and give your report and then move on to your next mission and complete that and report back to the Grand Lodge before sundown (about 7pm local time, it is currently about 1pm).

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She did admit to me that she does enjoy the fruit of the vine. he says with a smile.

The World's Most Interesting GM |

She did admit to me that she does enjoy the fruit of the vine. he says with a smile.
Tuber, technically.

The World's Most Interesting GM |

So 1 vote for "Report in" and 3 for "Investigate a little more"?

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No given those constraints we should go check in first. She can tell us if we need more evidence against Baltwin.

Sister Ollysta Zadrian |
Having decided upon a course of action the companions return to Temple of the Shining Star, in the Ascendant Court, and are lead into quiet, thick-carpeted office chamber.
Sister Zadrian rises to greet the party.
"You're back. What have you learned?"

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Jeanne thumps her fist against her chest in salute. "Sister, in my opinion, 'Auntie' Baltwin is a crass, suspicious woman, with a drinking problem. She also seems to be hiring the children out for extra coppers."

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"It's true. The little ones said it's to pay the cost of them staying there but they see no benefits from the money at all, the poor wretches. She is quite unpleasant and not fit to care for children. I don't believe she is well suited to your mission here."

Sister Ollysta Zadrian |
Jeanne thumps her fist against her chest in salute. "Sister, in my opinion, 'Auntie' Baltwin is a crass, suspicious woman, with a drinking problem. She also seems to be hiring the children out for extra coppers."
"A drinking problem!?" Sister Zadrian says aghast.
"... She is quite unpleasant and not fit to care for children...."
"I shall rely upon your expertise in the matter." Says the sister in sagely tones.
The children needs someone with a bigger heart than Baltwin. they are underfeed, and starving for affection.
"Good heavens!" She says again aghast.
"Very good, we shall have to reconsider our association with the woman and perhaps involve the city government in an investigation. Thank you brothers and sister. We were about to start a scripture workshop, to which you are all welcome there will be a pot luck meal afterward if you are interested. We will be comparing the doctrines of the Inheritor with those of the Last Azlanti, and how they relate to our current times."

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"Yes we have much to accomplish still before dinner. With luck perhaps we could rejoin you later in the evening."
When the party has exited the temple, Annuit reads the instructions again. "It seems we must now head to the Docks and find this Guaril Karela."

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I would love to sit in on the reading of scripture and of coruse the pot luck after, Sister. Once I return I will be happy to take you up on your offer he says with a smile.

Sister Ollysta Zadrian |
I would love to sit in on the reading of scripture and of coruse the pot luck after, Sister. Once I return I will be happy to take you up on your offer he says with a smile.
"May the light of the Inheritor guide your steps."

The World's Most Interesting GM |

Forty minutes later, the party finds itself outside the Pickled Imp. Situated in a trash-strewn dockside alleyway, squeezed between a tannery and a flophouse. The area seems to be filled with furtive, unsavory characters. Fortunately, it is still light out so you can still see them all. Unfortunately, you can see them all.
Kendre perception (+2 stone): 1d20 + 7 ⇒ (9) + 7 = 16
Annuit perception: 1d20 + 8 ⇒ (8) + 8 = 16
Lars perception: 1d20 + 4 ⇒ (15) + 4 = 19

Guaril Karela, Entrepreneur |
This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter: “Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.”
Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.
“Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep
was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special."
"This is one of those cases."
“There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway."
“My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.”

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"That sounds simple enough. Will there be guards or any other sort of danger there?"

Guaril Karela, Entrepreneur |
"No guards. Trust me. Though you probably still want to be circumspect. I mean people will talk if you go in all crowbars a'blazing; If you take my meaning. That wouldn't be good for anyone's career, right?" Karela says eyeing the party.

Guaril Karela, Entrepreneur |
"'PROOF?'" He sputters it like it was some terrible curse word. "You deal to me a terrible wound. I thought you to be a woman of faith. Is my word not good enough?"

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Sometimes you have to get your hands dirty, even if you try to keep your heart pure. We have to cooperate with Mister Karela, not for our personal confort, but for the good of the Pathfinders in a whole. Surely a brave knight like yourself isn't afraid of doing some little sacrifice?

Guaril Karela, Entrepreneur |
Is the one that is staring at us the same person who is talking to us?
You can click "Entrepreneur" in Karela's tag line for a picture of who you are talking to.

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"Come, we must complete this task. We don't have time to dally any further today." Annuit turns on his heel and heads towards the warehouse.

The World's Most Interesting GM |

Perched on the end of a 100-foot-long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s dirty windows and only the movement of gulls and pelicans stirs the scene.
The planks on the pier are sturdy but weathered. A few local fishermen and some kids sit scattered along the pier casting nets or bobbing lines into the waters below.
Map updated. It is late afternoon. What do you do?
Roll one knowledge (local) or profession (sailor) check and open all the spoilers below that apply to the result. Characters can make the knowledge (local) check untrained, but their maximum result is 10.

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Know Local, Bardic Knowledge: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
It's a Pelican warehouse... Been a while since I last saw one. The ship can come to their dock to unload, it's easier and quicker than getting deeper into the port. Of course, it can be used for illegal goods from smuggler's ships. Most of these warehouse are old and ready to fall into the sea, so watch your step.

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Dwarves and the sea don't always mix well he says with a smile as he holds onto his holy symbol.

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"They don't have these in the Dark Archives. I will take your word for it." Annuit gives Keandre a wink and then sets to looking for a way in.
perception: 1d20 + 8 ⇒ (12) + 8 = 20

The World's Most Interesting GM |

Annuit tries the door. It appears to be locked.

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"Is anyone skilled at picking locks? Perhaps we can just smash our way through."