Market Bargain Hunting (you may search for a bargain once per week) d20 Roll
1–6 A piece of adventuring gear, clothing, food or drink, or trade good of your choice (chosen from any in Pathfinder RPG Ultimate Equipment) at 10% its normal price.
7–12 An alchemical item of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
13–16 A weapon of your choice (to include expert or masterwork) at 10% its normal price.
17–19 A potion or scroll of your choice (chosen from any in Ultimate Equipment) at 10% its normal price.
20 A magic item of your choice at 10% its normal price.
F Human Varisian Bard 9 hp 62|62 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14
Kizzy watches Lavanor and scout move across the open street and disappear into the shadows as the follow Camil. The wait seems like an eternity, but Kizzy knows it has only been a few moments. She tries to be patient.
And shakes his head, making his way back to the others, seeing Lavanor, he stops peering oddly from the shadows around himself. Door's well-locked in the back, let me try this one.
He examines the door, looking for traps and seeing none, continues
Take 10 Perception for 25 Disable Device:1d20 + 16 + 1d6 ⇒ (7) + 16 + (4) = 27
I believe, and may be incorrect, that you cannot take 10 or 20 on disable device since it can break or something? That may change my actions.
You may take 10 or 20 for there is no negative for failure other than you do not get through the door.
At the lower door, Camil can hear machinery grinding, whirring, and clattering. It's so loud he doubts anyone could hear him even if he beat on the door.
Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE
Okay, then...
Camil sneaks back up to Lavanor, These locks are really tough, It'll take me a while to get into it, can you let the others know that it'll be a minute or ten... he then returns to the door.
Take 20 for 42, I think I'm doing that correctly, since you take the time to get each result? if the inspiration doesn't count, then its a 36.
The entirety of this first floor consists of a loading area. An opening in the ceiling into the floor above is filled with a tangle of ropes and slings for lowering timber. Nearby, a flight of stairs ascends to the next floor. Two sturdy wagons sit to the south, next to a bank of machinery accessed by four low doors; the grinding and creaking of the machinery fills the room.
Everyone moves on down and sees the room as described. The machinery on the lower floor makes a bunch of noise and makes it impossible to hear if anyone is just moving about or even talking.
Everyone makes their way into the room. The only exits are the loading bay doors they just entered and a set of stairs going up. The floor is covered in sawdust, old scrap pieces of wood lie in a separated area to the east side of the building and a few boards currently reside in the wagons.
Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14
There are three of them below you somewhat spread out. There are four of them above you. Three are on top of one another, the other is separate by about 10'.
Detect Magic 3rd Round:
The three below: faint, necromancy
Separate one above: faint necromancy
The three together: moderate necromancy and enchantment, faint transmutation, and faint conjuration
Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14
says just loud enough to be heard, "There is magic above you... be careful as it is stacked on top of each other"
Camil heads up the stairs with Runt close behind. They come up to an enclosed landing with a set of stairs that continues up and a single door leading out of the landing.
I have updated the map with the location of the magical auras. The three below you are represented by "1"s with their color subdued. Those above you are in brighter colors. Camil and Runt have moved to the next floor map which is south of your current location.
Male Tiefling Evoker 9 HP 61/61| AC 19 T 14 FF 16 | F +6 R +8 W +9 | CMB +5 CMD 20/16 | Speed 20' Init +5 Perc +11 Dark vision 60' | ER (cold, electricity, fire) 5 | SR 14
Casts invisibility from a scroll and heads up behind the shield wall.
Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8
Isabella lags behind a bit since she's neither invisible nor silent.
Male Human Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE
Camil creeps forward to the door on the second story, and quietly inspects and tests it to see if it is unlocked. Once he's ascertained that the door is safe, he'll back away and indicate for the others to open the door.
He finds it unlocked. Runt opens the door with Lavanor close behind her. The large storeroom is filled with stacks of timber, firewood, and other finished lumber products waiting for shipment. A network of pulleys on tracks covers the ceiling, ropes dangling here and there to aid in the shifting of inventory as needed. Machinery churns along the south wall, while nearby two chutes fitted with winches allow lumber to be hauled up from the holding pools below. Four openings in the ceiling lead to the upper floor; chutes extend through each of these from the log splitters in the room above. Under each opening is a collection bin.
F Human Varisian Bard 9 hp 62|62 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14
Kizzy continues to follow along, hoping the churning machines hide any noise she makes… stealth was never her strong suit. She waits and prepares for the inevitable moment when someone or something hostile appears.
Camil heads up with everyone following behind. He gets to the next landing, stairs continuing up, but also two doors to inspect; one to the south and one to the east.
Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 80/87| AC Norm/Tch/FF 28/14/28 28/14/27 | CMD: 23 23 | F/R/W: +13/9/15 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (0/7 HP), heroism, clay skin (DR 5/adam 35/45), weapon of awe, height aware, inspire +2, divine favor+4, haste
Runt is right on her trail, trying her best to keep quiet, but less concerned now that they have passed through so many rooms. She is becoming dangerously relaxed.
The floor of this room has a thick carpet of sawdust, penetrated by two large log splitters and saws set up over openings in the floor. Another pair of openings is fitted with winches and ropes to raise and lower uncut lumber from below.
Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8
Isabella continues to follow, though lagging behind slightly.
The stairs keep going up, the one labeled workshop is next followed by the rookery.
As Runt opens the other door (accusing you since you mentioned it) she finds it is a closet. Inside is a rack of robes. All are bright red with yellow-gold markings (see pic to the right of the closet). She also spots an open topped barrel in the back of the closet. Curiosity winning her over she slides past the robes to look; jackpot. The barrel contains three bags of 100 gp, three potions of barkskin +3, a beautiful crystal decanter set with an obsidian stopper worth 300 gp, and a tiny wooden box containing three poorly cut diamonds worth 200 gp each.
F Human Varisian Bard 9 hp 62|62 AC 16 | touch 11 | flat-footed 15 | F +4 R +7 W +8 | 30' |Init +1 | Perc +14
Kizzy smiles, Well, isn't that interesting, looking at the garments. She then casts detect magic, and surveys the loots.
Any knowledge check to identify anything about the garments?
Female C/N Human Inquisitor (Monster Tactician)/9 | HP: 80/87| AC Norm/Tch/FF 28/14/28 28/14/27 | CMD: 23 23 | F/R/W: +13/9/15 +11/6/13 +?[SiOff] | Init: +6 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +16, Intimidate +16, Kn Eng/Hist/Loc/Nob +6, Kn Arc/Dung/Nat/Pla/Rel +8, Perception +17, Sense Motive +21, SCraft +10 | Active Conditions: light on shield (if dark), false life (0/7 HP), heroism, clay skin (DR 5/adam 35/45), weapon of awe, height aware, inspire +2, divine favor+4, haste
kn rel:1d20 + 5 ⇒ (20) + 5 = 25
"Man, those things look like they came from a Norgorber convention. They must hold meetings here. Perhaps in the basement. They really like basements. Dank, moldy, dreary, depressing basements."
Runt does not particularly like priests of Norgorber.
Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 17 T 11 FF 16 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 6/8
Knowledge (religion):1d20 + 10 ⇒ (14) + 10 = 24
"They really are the worst, aren't they?" says Isabella agreeably.