Master Nistivo Cirek
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"As time is money, the longer we spend in this place, the greater into debt we grow. Is there another, more profitable lead we should pursue?"
Grilgoth
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Grilgoth ponders the significance of the Defoliant Polish.
"Perhaps we can use this paste to cure the roots of the tree?"
24 Knowledge Nature on a take 10.
Grilgoth
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"Sure. We should get on it."
| miteke |
The carriage house holds several large wagons and you find the sheriff tending the garden for the place. A small bell tower is attached the southern side of the building which, you suspect, is the one that is run at the beginning and end of curfew each day. The sheriff eyes you as you approach the building.
Ezekial Sun-Blessed
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Ezekial waves at the Sheriff, Greetings Sheriff, nice to see you. We're looking for a friend of ours, I think we mentioned that when we first met. Her name is Amenira Sorry spelling? and it seems like she's just gone - anything you know would help. Also this is a nice town here, everyone's been very welcoming!
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
Master Nistivo Cirek
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"Rude, indeed. Good manners are the grease that keeps the axle wheel of commerce turning. Sheriff, do you think it's possible she met with foul play? We ourselves were tormented by ferocious beasts on the way here."
| miteke |
"The wastes are a dangerous place if you don't stick close to Mercy. She might have met any number of unpleasant situations out there. A pity if that is the case. She's not a proper one of us, but she's nice enough, and follows the rules, so we don't mind her sticking around, and she makes good toys for the children. At least, she used to."
Ezekial Sun-Blessed
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That's sad to hear. From seeing your community I highly doubt foul play befell her here, so we can rule that out. Perhaps she was consumed by some foul beasts in the Wastes. Can you tell us what happens here when the Mana Storms start? Ezekial asks the man.
Master Nistivo Cirek
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Nistivo whispers back "Hm, we did see doll-carving tools in her cottage. And also, the imprint of a very small person sleeping in the bed. Unless Amenira was a halfling, perhaps she adopted a local child?"
Master Nistivo Cirek
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Nistivo rubs his chin and says to the others. "Well, unless anyone has a bright idea, I suggest we return to civilisation! We'll report that Amenira cannot be found, and hopefully be sent on another, far more profitable, venture!"
Ezekial Sun-Blessed
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Ezekiel laughs at Nasitivo’s jest, Come, let’s venture to the market and talk to folks in the street and see if there is anything else we can learn here.
Ezekiel begins wandering that direction, stopping a random passerby when he gets to the market, Excuse me, we are visiting here trying to find out more about a friend of ours who’s gone missing. Her name is Amenira, and she is a doll-maker. We’re worried about her and haven’t heard from her in quite some time.
diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
| miteke |
The visit to the cottage takes a few hours all told and it is about time for the mid day meal. You return to your lodging and share a meal and it is into the afternoon by the time you voyage forth. You notice that the villagers uniformly wear orange shirts and orange belts and scarves that have faded toward yellow. The one that Ezekial questions stops, almost startled.
A bit the villager pauses to answer the question in a sternly polite kind of way. "Amenira? She lives in the painted house and makes toys for the children. She’s an outsider, but she dresses like one of us. If she would convert to Robori, maybe she could join us someday. She’s been gone for a while now.”
Anyone want to try and improve her attitude and wheedle a little more information out of her?
Baldrum Battlehand
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Baldrum hides his holy symbol in one of his pockets. When meeting the villager he adds: "Sorry for being a bother, but we are really worried about her..."
aid diplomacy: 1d20 - 3 ⇒ (7) - 3 = 4
Well, it was worth a try... :-/
Eredur Smagg the Younger
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Diplo: 1d20 - 1 ⇒ (18) - 1 = 17
Could she have told the children if she had plans of leaving, and where she planned to go? Do you know some families who were regular customers?
| miteke |
For some reason Eredur hits a soft spot and the Villager opens up a bit.
“Amenira has been gone for two months now, and people are starting to worry about her. No one remembers her saying anything about being gone for longer than her usual trips back to Alkenstar to send letters to her family. She has an odd habit of making dolls that look like her. We were all suspicious of Amenira when she showed up. The sheriff told us that he would keep an eye on her and that we should go about our lives. I’m ashamed to say I disobeyed him and started following Amenira. I saw her wandering off after curfew, and the sheriff caught me skulking in the bushes like a bandit. I should have trusted the sheriff. Sure, she breaks curfew, but she keeps to herself, roaming the Wastes for Robori knows what reason."
Grilgoth
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Grilgoth is not much with people but anyone can have a good day. The alchemist chimes in.
"Yes, perhaps with your help we can find her."
Aid Diplomacy, DC 10: 1d20 - 2 ⇒ (8) - 2 = 6
Patchouli Rosenthal
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Aid Diplo: 1d20 + 8 ⇒ (8) + 8 = 16
"She's nice enough to make dolls for the children. With your help, we might be able to bring back the toymakers for the kids."
I guess it's too late to aid?
| miteke |
You got the info that was available for improving the attitude to friendly so no loss.
The woman is not interested in more conversations and she pointedly ignores your final words. As you pause there you can't but overhear a heated argument between a couple of craftsmen. One of them is a burly specimen wearing a heavy apron and the other a tall thin man with a toolbelt holding a hammer, measuring tape, file, and a few other common tools.
"Come on, you fool, how can you compare pounding a few hunks of metal into shape with all the work we do, creating the homes you live in and the wall that protects us?"
"Rubbish! That hammer you use is only there because of me! I'd like to see you build a simple box without the tools we blacksmith's provide."
It seems like a pretty silly argument but the two of them are growing more an more heated and nearly to the point of blows. Before long a few others join one of the two groups and a shouting match ensues.
Grilgoth
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Grilgoth focuses her attention at the children in the distance. The fact that they are bandaged is quite strange but must somehow be related to what is going on here.
16 Perception on a take 10.
The alchemist ponders the thread that is holding everything together but is at a loss to describe it accurately. She speaks quietly to her party while the others argue in the distance.
"We are missing something here. Something important. The children are involved but how?"
Baldrum Battlehand
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That conflict is silly and completely unnecessary. I will end this.
Baldrum gets closer to the craftsmen and tries to get their attention by growing twice his size for a few seconds.
(using my domain ability to self-enlarge for 1 round)
"AHEM."
When they seem to listen, he peacefully holds up one hand (open palm) and says the following words of wisdom:
"Where I come from, both the sun and the rain are needed for a tree to grow fruit. Isn't it the same here?"
@Pathfinders skilled in Diplomacy: you may 'translate' Baldrum's 'words of wisdom' at any time! ;-)
Eredur Smagg the Younger
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diplo: 1d20 - 1 ⇒ (16) - 1 = 15
All craftmen worth of their skills knows that the sum of a thing is more than his parts. You need so many things to create an item, you need time, materials, concentration, tools, skills, creativity... It doesnt matter if you work stone, wood, metal, wool, or something else. This conflict is useless. Those are the words from a craftman to fellows craftmen.
Eredur displays his own artisan's tools, beautilfully crafted and engraved with his initials Masterwork Jewellery tools , then, his eyes twinkling, he says his final argument
The wood is used to create the hammer's handle. But the wood couldn't be cut and used without the axe's blade. Everything is tied together, and each craftman deserves respect for doing his part in the grand mechanism.
Baldrum Battlehand
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"Eredur here is right. You are both very much needed in this community. Stop fighting over it."
Aid diplomacy: 1d20 - 3 ⇒ (4) - 3 = 1 :-/
It seems Baldrum's no-nonsense approach doesn't work so well so far... maybe someone else wants to try and help?
Master Nistivo Cirek
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Nistivo watches the argument dispassionately. It's really none of his business, after all.
He replies to Grilgoth. "Perhaps you're right. I suggest the direct approach. Go ask one of the little miscreants how they got hurt."
Ezekial Sun-Blessed
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Kind folk of Mercy, I am but a humble visitor to your fine town, can you explain this disagreement? Perhaps enlightening our outside perspective can help set a path through this disagreement? Ezekial proffers.
Aid, Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
| miteke |
Ezekiel causes the two groups to pause and listen and explain. It really is a silly argument that started during one of their festivals when the dunking tower collapsed and the carpenter's blamed it on the faulty nails, which of course made the blacksmiths insist it was because of the shoddy work by the carpenters. That turned into eternal bickering over who is more important to the town.
Master Nistivo Cirek
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Nistivo pulls out Amenira's letter and re-reads it. "Hm, have we checked out this weaver she mentions "infiltrating"? Apart from that, I think we have concluded our good faith due diligence on this search and should report back to the Society that Amenira is nowhere to be found. Perhaps they'll be able to try divination magic or something of the sort. And back in Alkenstar, I could have a nice, long bath and a real meal!"
Eredur Smagg the Younger
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Not yet, and we should have a discussion with this weaver soon. Thank you for reminding us, we should focus on that, as soon as the local craftmen are calm again. It might be irrelevant to our mysterious disappearance, but being seen as peacekeepers by the citizen might help our future inquiries.
Eredur looks around
Is it my imagination or we don't see that many children outside? I understand the Wastes are dangerous, but the town is boastful enough in the protection of Robori for feeling safe to let children play outside.
Master Nistivo Cirek
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Nistivo shrugs slightly, and looks around to see if he can find a cottage that looks like a weaver's.
Master Nistivo Cirek
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Nistivo makes the rounds of the trading square, mentioning casually to a couple of stall-keepers that he does some trading in imports/exports of fine cloth, rugs, clothes, and the like. It's not exactly true, but if a lucrative opportunity presented itself, it could become true!
Bluff: 1d20 + 3 ⇒ (15) + 3 = 18
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
Profession (merchant): 1d20 + 3 ⇒ (13) + 3 = 16
As an aside, I kinda like that Nistivo has a low Profession (merchant) bonus--he's not nearly the keen man of commerce he thinks he is! And that probably explains why he has to pal around with Pathfinders . . .
| miteke |
A villager points to one of the cottages.
"He is either at home, or in the square conducting trade."
Three sets of orange robes hang from the clothesline outside of this simple cottage. Two of them are sized for adults, while the other one is sized for a child. The orange flag on this house’s message box is raised. Orange curtains cover all of the windows.
Master Nistivo Cirek
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"Hm, what do we have here?"
Making sure he's not observed by the townsfolk, Nistivo slips the message out of the message box.
Grilgoth
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Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Grilgoth is able to discern the sounds from the house.
"It sounds like a child, maybe at play with a toy?"
She examines the pot of skin ointment with a trained eye.
21 Craft-Alchemy on a take 10.
Patchouli Rosenthal
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Perc: 1d20 + 5 ⇒ (13) + 5 = 18 "Are they trying to use curtains to conceal something? It does make it hard to distinguish whatever that's going on inside the house."
Eredur Smagg the Younger
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That's the point, Miss Patchouli, I guess. They don't want prying eyes from strangers.